
Unity Asset Store
The Language Lab
Overview
The Language Lab is a complete Unity localization and subtitle + dialog system designed to give you total control over how every language is presented in your game. Handle text, subtitles, audio, fonts, sprites, materials, and more with a fast, lightweight workflow built for real production.
NEW At the heart of it is a full Dialog System and Dialog Sequencer—fire long, complex conversations between multiple characters (or solo commentary) with localized subtitles and matching audio, optional FaceSync lip sync, per-line camera cuts, body / look-at / emote timelines, and branching player choices when your story needs them. Linear cutscenes or interactive dialog trees—you’re the director.
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, character registry, and per-character audio 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
NEW Dialog System (Sequencer, Branching, Timelines, Cameras & Optional FaceSync)
NEW TLL Dialog Sequencer — Craft sequences as long and as complex as you need. Linear mode plays steps in order; Branching mode uses dialog nodes, player choices, optional inline reply lines, NPC follow-ups, and multiple paths through your story. Each step ties to your Subtitle Database so text and audio follow the active language automatically.
NEW Scene Dialog Manager — A scene hub for every sequencer you’re running. Start, stop, pause, resume, or skip the current line from Unity Events, code, Playmaker, or Unity Timeline Signal receivers—no custom Timeline track required.
NEW Per-line director timelines — On each step, schedule body talk, look-at, emote, and dialog camera cues on the waveform while you author. Playback scales cue timing when line length changes between languages (one timeline per line, not per language).
NEW Dialog Camera Manager — Shot cuts, gameplay camera release, and optional fade-to-black between cameras. Dialog Shot Camera Wizard helps you wire shot rigs quickly.
NEW Branching Dialog Choice Panel + Branching Dialog UI Wizard — Localized choice buttons wired to the sequencer. Choice labels can pull from subtitle rows so they stay correct when the player switches language mid-conversation.
NEW Subtitle Character Registry + TLL Character Config — Consistent speaker IDs across databases, sequencers, and scene rigs, with editor tools to find, ping, and wire characters in the Hierarchy.
NEW Dialog Sequence Crafter — Build and refine sequences in a dedicated editor window.
NEW Dialog Body Animator Wizard — Hook body / talk animation to dialog speakers faster.
NEW Emote Creation Wizard + TLL Character Emote Driver — Author and trigger emotes from sequencer timelines.
NEW TLL Character Look At Driver — Look-at targets driven from sequencer cues.
NEW Subtitle Display Panel Builder — Screen-space subtitle bar with TextMeshPro, Global Font Changer, scroll presenter, and Set Subtitle Object wiring.
NEW Language Changer UI Wizard — One-click TextMeshPro language buttons, optional subtitle on/off toggle, and bridge wiring to Global Language Manager.
NEW Subtitle Editor — Full subtitle database editing in the editor.
NEW FaceSync integration — Optional realtime or baked lip sync on sequencer steps. Subtitle Lab still owns dialogue audio; FaceSync brings the face to life. Enable scripting define TLL_FACESYNC when FaceSync is in the project.
NEW Multilingual sequenced dialog end-to-end — The correct subtitle text and audio fire from your Global Language Manager. With optional FaceSync, characters can visually perform in every language you support.
FaceSync is an optional third-party lip sync solution. It’s not required—but it’s fully supported in The Language Lab when you want that extra polish.
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 NEW In-editor User Manual with Open User Guide on components NEW Welcome Window and focused wizards under Tools → The Language Lab
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. NEW When dialogue grows beyond one-liners, the Dialog Sequencer, branching choices, and editor wizards scale with you—without bolting on a second dialog framework.
Responsive Switches
Lookups use dictionaries and caching on the hot paths so switching language stays snappy in UI-heavy scenes—even when NEW branching choice labels and active subtitle lines refresh at runtime.
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, NEW linear and branching dialog, NEW per-line camera / body / look-at / emote timelines, fonts, and optional FaceSync—enough to ship localized content without stacking multiple unrelated assets.
Documentation & Support
NEW Manual in the editor. Open User Guide on components opens the relevant section.
Try It Yourself - Download The Demo (PC)
Gallery
Click a shot to enlarge.
