Fully offline, C#-first localization for Unity 6. Compile-time key constants catch typos at build, CSV import/export, plurals and RTL, optional TextMeshPro. No cloud, no Google.Localization that stays in your project — and out of your way.LocaKit is a C#-first localization toolkit for Unity 6. Your translations live in a simple ScriptableObject asset and resolve through a single line of code — Loca.Get(LocaKeys.Menu_Play). No accounts, no cloud sync, no Google Sheets pipeline, no runtime downloads. What you ship is what you tested.Catch translation typos at compile time, not in a player review.LocaKit generates a constant for every key, so your code references LocaKeys.Menu_Play instead of a hand-typed "Menu/Play". Rename or delete a key and the stale reference becomes a compile error you fix in seconds — instead of a blank label a player finds for you.Drop it in and call it — no setup ceremony.There's no singleton to place in a scene, no prefab to wire, no initialization step to forget. Assign your table, set a language, and start resolving keys. Add a LocalizedText component to any uGUI Text and it updates itself the moment the language changes.Translators keep their spreadsheets.Export your table to CSV, hand it to a translator, and import it back — round-trips are lossless, with proper RFC 4180 quoting for commas, quotes, and line breaks. UTF-8 throughout.Real-world language details, built in.Count-aware plural selection with sensible built-in rules for English, Italian, Spanish, German, French, Japanese, and Chinese, backed by the full CLDR category vocabulary (zero/one/two/few/many/other) and a hook to register your own rules. Right-to-left languages are recognized out of the box and can mirror UI alignment automatically.TextMeshPro when you want it, never forced.The core carries zero TMP dependency. Flip one scripting define to enable the optional TextMeshPro binding; leave it off and your project stays lean.Lightweight and readable.A handful of files in a single runtime assembly that references only uGUI. Render-pipeline agnostic (Built-in / URP / HDRP). Full C# source included, with EditMode and PlayMode tests.What's inside- Loca runtime facade: Get, GetPlural, SetLanguage, OnLanguageChanged- LocaTable ScriptableObject source with a custom inspector- Compile-time key-constant generator- CSV import / export- LocalizedText (uGUI) and optional LocalizedTMPText (TextMeshPro) components- Plural rules and right-to-left helpers- Sample scene and unit testsRequirements- Unity 6 (6000.3 or newer)- uGUI (com.unity.ugui); TextMeshPro only if you enable the optional bindingNo cloud. No Google. No network calls. Just localization that compiles.Runtime assembly references uGUI (com.unity.ugui) only. The optional TextMeshPro binding is gated behind a scripting define, so the core carries zero TMP dependency.No third-party SDKs, no network calls, no cloud or Google Sheets, and no runtime downloads. What you ship is what you tested.Full C# source included. EditMode and PlayMode tests included. Sample/demo scene included.Assembly definitions: LocaKit.Runtime, LocaKit.Editor, LocaKit.TMP, LocaKit.Demo, LocaKit.EditorTests, LocaKit.PlayModeTests.Render-pipeline agnostic (Built-in / URP / HDRP). Requires Unity 6 (6000.3 or newer).This asset was created with the assistance of AI. Its C# source code, automated tests, documentation (README, API reference, changelog), and store presentation images were generated using AI (Anthropic's Claude), under human direction with review at key checkpoints. All code was compiled and validated on Unity 6000.3 with a full automated test suite (all passing) and a clean-import test into an empty project. The shipped package contains only C# source, tests, and a demo scene - no AI-generated art or audio is bundled in the product.

