Spreadsheet editing, safe CSV round-trips with diff preview, audits and
pseudo-localization for Unity's official Localization package. Editor-only.LocFlow turns Unity's official Localization package into a fast, safe workflow.You chose com.unity.localization because it is the supported, future-proof path -then hit its editor UX: cramped table windows, no untranslated-keys overview, andspreadsheet round-trips that feel dangerous. LocFlow fixes exactly that layer.It is 100% editor tooling built on documented Localization APIs: no runtime code,no external services, nothing added to your builds.SPREADSHEET TABLE EDITOREdit any String Table Collection like a spreadsheet: key column plus one column perlocale, instant search, a "missing only" filter, inline editing and key renames withfull Undo, and multi-row copy/paste that speaks Excel's TSV dialect. Smart Stringplaceholders like {playerName} are highlighted, and LocFlow warns when localesdisagree about placeholders - the classic source of runtime format errors.CSV ROUND-TRIPS THAT NEVER EAT YOUR DATAExport to clean RFC 4180 CSV (Excel-friendly BOM and delimiter options included).On import, a mapping wizard reads any column layout, then shows a complete diff -every added key, every changed value with old and new text, every removal candidate -and nothing is written until you approve it. Removals are opt-in per key, always.One click, one Undo step, assets saved.LOCALIZATION AUDITOne button answers "how localized are we, really?": coverage percentage per locale,missing translation list, duplicate values, placeholder mismatches, plus a projectscan that finds Text / TextMeshPro / TextMesh components with no localizationcomponent in your scenes and prefabs, and keys with zero references anywhere.Export the whole report as Markdown for your team.PSEUDO-LOCALIZATIONGenerate a qps-ploc pseudo-locale with accented, ~30% expanded text (placeholdersand rich text tags preserved). Because LocFlow materializes it as real table data,it works in the editor, in play mode and even in QA builds - so truncated labels andmissing glyphs surface months before your translations arrive.BUILT TO BE SUPPORTEDDocumentation included, release-validated EditMode tests, defensive editor code throughout,and a public extension API (sync providers, translation providers) that the upcomingGoogle Sheets sync and AI batch translation will plug into. Buy a workflow, not amaintenance risk.- Unity 2022.3 LTS or newer- com.unity.localization 1.4 or newer (installed automatically as a dependency)- Editor-only: adds zero runtime code and nothing to builds- No internet access, no accounts, no external libraries- Works with UGUI Text, TextMeshPro and TextMesh detection without requiring TMP- Tested with Force Text asset serialization (Unity default)Fable and OpenAI Codex were used to assist with portions of the C# editor code,automated tests, documentation, and release preparation. The generated output wasreviewed, edited, integrated, and validated by the publisher. The final packagepassed 37 EditMode tests and all 36 Unity Asset Store Validator checks.




