Agent skill

Unity Localization

by akiojin in akiojin/unity-cli

Configure Unity Localization with unity-cli. An agent skill from akiojin/unity-cli.

MITAuto-check passedGame Development

Install Unity Localization

skills CLI
$ npx skills add akiojin/unity-cli --skill unity-localization -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install akiojin/unity-cli unity-localization --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/akiojin/unity-cli.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude-plugin/plugins/unity-cli/skills/unity-localization .claude/skills/unity-localization && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unity-localization
GitHub stars
107
Token cost
~1.4k tokens
SKILL.md length
489 words
Files
3 (incl. references)
Skills in repo
28
Repo updated
First seen
Licence
MIT

At a glance

Configure Unity Localization with unity-cli. An agent skill from akiojin/unity-cli.

  • Works in 7 steps: Follow runtime prerequisites. Pin the → Follow construction and verification. → With editor eval / eval_csharp, use… → …
  • The user asks to create Locale
  • SKILL.md covers Use When, Do Not Use When, Preferred Flow and Examples, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unity Localization is an agent skill from akiojin/unity-cli. Configure Unity Localization with unity-cli. Use when the user asks to create Locale or String Table assets, bind Localize String Event to UI text, or verify localized text after switching locale in Play Mode. Do not use for package installation alone; use unity-package-management. For generic eval use unity-editor-tools; for UI interaction alone use unity-ui-automation; for capture alone use unity-playmode-testing; for generic assets use unity-asset-management.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/localization-workflow.md` and `references/runtime-checklist.md`).

It sits in Game Development, covering Internationalization. It works with Unity. The repository describes itself as: Rust CLI for Unity Editor automation over Unity TCP protocol. The licence is MIT.

When your agent uses it

  • The user asks to create Locale
  • String Table assets
  • Bind Localize String Event to UI text
  • Verify localized text after switching locale in Play Mode

Example prompts

  • “/unity-localization”

Requirements

  • Pre-approved tools (allowed-tools): Bash(unity-cli:*), Read, Grep, Glob

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Follow runtime prerequisites. Pin the
  2. Follow construction and verification.
  3. With editor eval / eval_csharp, use public Localization Editor APIs to
  4. On the requested text object, configure LocalizeStringEvent.StringReference
  5. Enter Play and wait for LocalizationSettings.InitializationOperation to
  6. Compare UI state and visible glyphs, not merely the locale code, table lookup,
  7. Report resolved versions, saved assets/scene, key and expected/actual strings,

What it can do on your machine

Read from SKILL.md and the folder at commit 7f45d7a. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • Bash(unity-cli:*)
    • Read
    • Grep
    • Glob

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are bash).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unity Localization loads about 1.4k tokens when it runs, and up to ~4.2k if it reads all its reference files. Until then it costs about 124 tokens; SKILL.md has 489 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~124
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~4.2k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from akiojin/unity-cli at commit 7f45d7a, republished under its MIT licence (© akiojin). 489 words, ~1,393 tokens.

Download SKILL.mdSave it as .claude/skills/unity-localization/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
unity-localization
description
Configure Unity Localization with unity-cli. Use when the user asks to create Locale or String Table assets, bind Localize String Event to UI text, or verify localized text after switching locale in Play Mode. Do not use for package installation alone; use `unity-package-management`. For generic eval use `unity-editor-tools`; for UI interaction alone use `unity-ui-automation`; for capture alone use `unity-playmode-testing`; for generic assets use `unity-asset-management`.
allowed-tools
Bash(unity-cli:*), Read, Grep, Glob
metadata.author
akiojin
metadata.version
0.1.0
metadata.category
ui
metadata.triggers
localization, locale, string table
metadata.siblings
unity-package-management, unity-editor-tools, unity-ui-automation, unity-playmode-testing, unity-asset-management

Localization

With --output json, results use {success, command, data, errors, warnings}. Check the exit status and envelope success first; tool-result fields in this skill are relative to data. Read failure codes from errors[0].code; see unity-cli-usage for exit-code recovery.

Create persistent localization assets and prove that switching locale changes the actual UI label, using existing unity-cli tools and public Unity APIs.

Use When

  • Create Localization Settings, Locale assets and String Table Collections.
  • Bind a table entry to UI text through Localize String Event.
  • Verify English/Japanese or another requested locale pair in Play Mode.

Do Not Use When

  • Only manage UPM dependencies: unity-package-management.
  • Only evaluate generic C# or inspect console: unity-editor-tools.
  • Only interact with existing controls: unity-ui-automation.
  • Only capture media or control Play: unity-playmode-testing.
  • Only edit ordinary assets: unity-asset-management.
  • Only create a scene: unity-scene-create; only build Addressables content: unity-addressables. Translation authoring, external translation services and localized audio are outside this text-localization workflow.

Preferred Flow

  1. Follow runtime prerequisites. Pin the project/endpoint; record Editor and package versions, active scene, existing settings, locales and target label. Stop Play before persistent edits.
  2. Follow construction and verification. If needed, install an Editor-compatible com.unity.localization with package_manager; wait for reload and idle compilation, then inspect errors. Reuse the installed compatible version and existing Addressables settings.
  3. With editor eval / eval_csharp, use public Localization Editor APIs to create or reuse settings and requested Locale assets. Register locales and create/reuse a String Table Collection. Add the requested key and translations to its per-locale tables. Save tables, shared data and settings with AssetDatabase; do not hand-edit serialized YAML or overwrite unrelated keys.
  4. On the requested text object, configure LocalizeStringEvent.StringReference and a persistent OnUpdateString listener to the label's text setter. Use a font containing all requested glyphs. Preserve existing listeners and layout. Save the scene and assets, reload them, and inspect the binding and entries.
  5. Enter Play and wait for LocalizationSettings.InitializationOperation to finish successfully. Set SelectedLocale to the first available locale. Poll the actual label with get_ui_element_state until it equals the expected translation; capture and inspect a Game screenshot. Repeat for the second locale with unchanged framing, and then switch back to verify reversibility. Never assign the label text directly to make this test pass.
  6. Compare UI state and visible glyphs, not merely the locale code, table lookup, successful commands or different image hashes. Missing keys, fallback to the first language, blank labels or missing Japanese glyphs are failures. Inspect console errors and stop Play; restore any temporary editor-preview locale.
  7. Report resolved versions, saved assets/scene, key and expected/actual strings, binding persistence, both screenshots and console results. Link separately tracked tool gaps; do not add CLI/bridge functionality inside this workflow.
Show full SKILL.md (47 more words)Show less

Examples

  • "英語・日本語の Locale と String Table を作り、Play で表示を切り替えて確認して。"
  • "Bind this label to the greeting entry and verify Japanese text is rendered."
  • "Only install com.unity.localization" → unity-package-management.

Use the same explicit project and endpoint on every call:

bash
unity-cli raw package_manager --json '{"action":"list"}'
unity-cli editor eval 'UnityEngine.Localization.Settings.LocalizationSettings.InitializationOperation.IsDone' --output json
unity-cli raw eval_csharp --json '{"code":"UnityEngine.Localization.Settings.LocalizationSettings.SelectedLocale = UnityEngine.Localization.Settings.LocalizationSettings.AvailableLocales.GetLocale(\"ja\");","mode":"statements"}'
unity-cli raw get_ui_element_state --json '{"elementPath":"/LocalizationCanvas/Greeting"}'
unity-cli raw capture_screenshot --json '{"captureMode":"game","width":1280,"height":720,"osFallback":false}'
unity-cli raw read_console --json '{"count":50,"logTypes":["Error","Exception"]}'

References

© akiojin, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in .claude-plugin/plugins/unity-cli/skills/unity-localization of akiojin/unity-cli.

  • SKILL.md
  • references/localization-workflow.md
  • references/runtime-checklist.md

Open the folder on GitHubat commit 7f45d7a

Compare with similar skills

Unity Localization next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unity Localization compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unity Localization this skillakiojin/unity-cli107—~1.4kAutomated safety check: PassMIT
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Readme I18nY80/bmm3442 repos~1.9kAutomated safety check: PassMIT
Frontend Build Timing Auditopenops-cloud/openops1.1k—~2.3kAutomated safety check: PassCustom licence
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Rtdfany-tdf/any-tdf779—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Unity Localization

What does Unity Localization do?

Configure Unity Localization with unity-cli. An agent skill from akiojin/unity-cli. Unity Localization is an agent skill from akiojin/unity-cli. Configure Unity Localization with unity-cli.

When should I use Unity Localization?

Unity Localization fits situations like: the user asks to create Locale; string Table assets; bind Localize String Event to UI text; verify localized text after switching locale in Play Mode.

How do I install Unity Localization in Claude Code?

Run `npx skills add akiojin/unity-cli --skill unity-localization -a claude-code`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-localization in akiojin/unity-cli) into .claude/skills/unity-localization in your project. Claude Code loads it when a task matches its description.

How do I install Unity Localization in Codex?

Run `npx skills add akiojin/unity-cli --skill unity-localization -a codex`. Or copy the skill folder (.claude-plugin/plugins/unity-cli/skills/unity-localization in akiojin/unity-cli) into .agents/skills/unity-localization in your project. Codex loads it when a task matches its description.

Can I use Unity Localization in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add akiojin/unity-cli --skill unity-localization -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-localization, .gemini/skills/unity-localization, .github/skills/unity-localization and .opencode/skills/unity-localization in your project.

What does Unity Localization need to run?

SKILL.md names no scripts, command-line tools or credentials: Unity Localization is instructions for the agent only. Its frontmatter pre-approves these tools: Bash(unity-cli:*), Read, Grep, Glob.

Does Unity Localization access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unity Localization safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unity Localization use?

Unity Localization is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unity Localization use?

About 1.4k tokens (SKILL.md is roughly 5.6k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 2.8k tokens, read only when the agent opens those files.

What are the alternatives to Unity Localization?

Skills that share tags, products or a category with Unity Localization: Defold Assets Search (selimanac/defold-astar, 111 stars), Readme I18n (Y80/bmm, 344 stars), Frontend Build Timing Audit (openops-cloud/openops, 1.1k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unity Localization?

akiojin (a GitHub user) maintains it in akiojin/unity-cli, which has 107 GitHub stars. The repository holds 28 skills in this directory. The repository was last updated on October 5, 2026.

Source: akiojin/unity-cli on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.