
Unity Asset Store
The Language Lab
Overview
The Language Lab is a full localization setup for Unity: text, UI visuals, subtitles, and fonts—organized so you can work scene by scene when you want isolation, or tie everything to a global language choice for the whole project.
Ship one language or many; change one scene’s strings without risking unrelated content elsewhere.
Why The Language Lab?
Modular Scenes
Content lives where your scenes live. Update and test per scene so fixes stay local—less risk of breaking a distant level’s text or layout.
Practical Workflow
TextMeshPro, sprites, materials, GameObject toggles, plus subtitles with audio and per-character sources. CSV import/export so translators can work in spreadsheets and you merge results back into the project.
Responsive Switches
Lookups use dictionaries and caching on the hot paths so switching language stays snappy in UI-heavy scenes.
What's Included
Core Modules
- Text Lab — Localize TextMeshPro text
- Sprite Lab — Per-language sprites and images
- Materials Lab — Swap materials by language
- GameObject Lab — Enable/disable or swap objects per language
- Subtitle Lab — Subtitles with audio clips and character/source routing
Font Management
- Global Font Manager — Fonts per language, project-wide
- Global Font Changer — Updates TMP when the language changes
- Font Manager — Per-component override when you need it
Professional Tools
- Scene-based subtitle database workflow
- CSV import/export for translation rounds
- Event-driven updates when the active language changes
- PlayerPrefs so the player’s language choice persists
Perfect For
- Multi-language releases
- Teams working with external translators
- Games that need subtitles, not only static UI strings
- Per-language fonts (e.g. CJK or different typefaces per region)
- Developers who want a clear setup without a huge custom toolchain
Technical Details
- Unity 2019.4.40 or later (LTS-friendly)
- Uses Unity’s TextMeshPro (included with Unity; add the TMP package if your project doesn’t have it yet)
- Localization is UI and assets—works with Built-in, URP, or HDRP the same way
- No paid third-party packages required
- Fits existing projects without forcing a full UI rewrite
Get Started Fast
1. Add the Global Language Manager prefab (persists across loads—typical on a boot or menu scene). 2. Add The Language Lab Scene Manager prefab in each scene that needs localization. 3. Create your Global Languages asset and define your languages. 4. Add the Lab components you need (Text, Sprite, Materials, etc.) and assign references.
The global manager and scene prefab coordinate automatically. Scenes stay independent: you can polish one level’s localization without touching the rest.
What Makes This Different?
Straightforward Structure
Two prefabs with clear roles, plus per-scene Lab components—Unity-style MonoBehaviours and assets, not a custom scripting language.
Tuned for Performance
Fast lookups and caching on language change so large UIs don’t stutter.
Broad Coverage in One Package
Text, visuals, materials, objects, subtitles, fonts—enough to ship localized content without stacking multiple unrelated assets.
Documentation & Support
Manual in the editor. Open User Guide on components opens the relevant section.
Gallery
Click a shot to enlarge.
