Translation Source Sync
Devolutions/UniGetUI
Synchronizes the UniGetUI English language file with source-code usage, identifies missing translation keys, removes unused entries, reports localization drift, and can reorder locale files to match…
A skill your agent uses when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
$ npx skills add jame581/GodotPrompter --skill localization -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install jame581/GodotPrompter localization --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/localization .claude/skills/localization && rm -rf skills-srcUse ~/.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/
Install the "localization" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/localization into .claude/skills/localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "localization", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/jame581/GodotPrompter/tree/master/skills/localizationType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add jame581/GodotPrompter --skill localization -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install jame581/GodotPrompter localization --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/localization .agents/skills/localization && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "localization" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/localization into .agents/skills/localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "localization", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill localization -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install jame581/GodotPrompter localization --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/localization .cursor/skills/localization && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "localization" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/localization into .cursor/skills/localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "localization", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/jame581/GodotPrompter.git --path skills/localization--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add jame581/GodotPrompter --skill localization -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install jame581/GodotPrompter localization --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/localization .gemini/skills/localization && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "localization" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/localization into .gemini/skills/localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "localization", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install jame581/GodotPrompter localizationInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add jame581/GodotPrompter --skill localization -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/localization .github/skills/localization && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "localization" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/localization into .github/skills/localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "localization", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add jame581/GodotPrompter --skill localization -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install jame581/GodotPrompter localization --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/jame581/GodotPrompter.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/localization .opencode/skills/localization && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "localization" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/localization into .opencode/skills/localization/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "localization", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
localizationA skill your agent uses when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
Localization is an agent skill from jame581/GodotPrompter. Use when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+
Its SKILL.md is about 3.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 5 other files, including reference files (for example `references/csv-plural-context.md`, `references/editor-preview.md` and `references/locale-formatting.md`).
It sits in Frontend & Design, covering Internationalization, Game development and Translation. It works with Godot and C#. The repository describes itself as: Agentic skills framework for Godot 4.x. Domain-specific skills for AI coding agents (Claude Code, Copilot, Antigravity, Cursor). The licence is MIT.
11 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 1e7d79d. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript, csharp and csv).
From the folder's file list and the shell code blocks in SKILL.md.
Links to these hosts (documentation or services it may open):
github.comdocs.godotengine.orgFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Localization loads about 3.2k tokens when it runs, and up to ~5.2k if it reads all its reference files. Until then it costs about 42 tokens; SKILL.md has 940 words of instructions outside code blocks.
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.
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.
The full file from jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 940 words, ~3,209 tokens.
.claude/skills/localization/SKILL.md (or your agent's skills folder). This skill also uses 4 other files; get the full folder from GitHub.All examples target Godot 4.3+ with no deprecated APIs; GDScript first, then C#.
Related skills: godot-ui for Control nodes and theme management, save-load for persisting language settings, responsive-ui for layout adjustments per locale.
tr() — Godot's translation functionTranslation resourcesTranslationServer.set_locale()All Control nodes with text, tooltip_text, or placeholder_text properties auto-translate when the value matches a translation key.
| Strategy | Example Key | Pros | Cons |
|---|---|---|---|
| Semantic keys | MENU_START_GAME | Clear intent, easy to find | Needs a default language fallback |
| English-as-key | Start Game | Readable code, no mapping file for English | Breaks if English text changes |
Recommendation: Use semantic keys (
MENU_START_GAME) for production; English-as-key only for prototypes or solo projects.
The simplest format. First column is the key, subsequent columns are locale codes.
keys,en,cs,de,ja
MENU_START,Start Game,Začít hru,Spiel starten,ゲームスタート
MENU_OPTIONS,Options,Nastavení,Optionen,オプション
MENU_QUIT,Quit,Ukončit,Beenden,終了
PLAYER_HEALTH,Health: %d,Zdraví: %d,Gesundheit: %d,体力: %d
ITEM_COLLECTED,%s collected!,%s sebráno!,%s gesammelt!,%sを入手!Save as translations.csv in your project. Godot auto-detects the format on import.
Import settings (Import dock):
Industry-standard format, preferred by translation teams and tools like Poedit, Weblate, Crowdin.
Create a POT template (messages.pot):
msgid "MENU_START"
msgstr ""
msgid "MENU_OPTIONS"
msgstr ""
msgid "MENU_QUIT"
msgstr ""
msgid "PLAYER_HEALTH"
msgstr ""Create locale files (e.g., cs.po for Czech):
msgid "MENU_START"
msgstr "Začít hru"
msgid "MENU_OPTIONS"
msgstr "Nastavení"
msgid "MENU_QUIT"
msgstr "Ukončit"
msgid "PLAYER_HEALTH"
msgstr "Zdraví: %d"Project Settings → Localization → Translations → Add... → select your .csv or .po files.
Or register at runtime:
var translation := load("res://translations/cs.po") as Translation
TranslationServer.add_translation(translation)var translation = GD.Load<Translation>("res://translations/cs.po");
TranslationServer.AddTranslation(translation);⚠️ Changed in Godot 4.7:
OptimizedTranslation.generate()now returnsbool(wasvoid). GDScript- and C#-source-compatible, but binary-incompatible — recompile precompiled C# plugins calling it. See the 4.7 migration guide.
A custom EditorTranslationParserPlugin can override _customize_strings() — called once after all files are parsed during POT generation — to add or remove entries from the final extracted-string list:
@tool
extends EditorTranslationParserPlugin
func _customize_strings(strings: Array[PackedStringArray]) -> Array[PackedStringArray]:
strings.append(PackedStringArray(["Test 1", "context", "test 1 plurals", "test 1 comment"]))
# Drop internal strings that begin with "$".
return strings.filter(func(s): return not s[0].begins_with("$"))#if TOOLS
using System.Linq;
using Godot;
public partial class CommentAwareParser : EditorTranslationParserPlugin
{
public override Godot.Collections.Array<string[]> _CustomizeStrings(Godot.Collections.Array<string[]> strings)
{
strings.Add(new[] { "Test 1", "context", "test 1 plurals", "test 1 comment" });
// Drop internal strings that begin with "$".
return new Godot.Collections.Array<string[]>(strings.Where(s => !s[0].StartsWith("$")));
}
}
#endifGodot 4.7+: The POT generator also extracts
Control.accessibility_nameandaccessibility_description, making accessibility strings translatable without manual listing. (GH-117134)
# Basic translation
var label_text: String = tr("MENU_START") # "Start Game" or translated equivalent
# With format arguments
var health_text: String = tr("PLAYER_HEALTH") % current_health
# "Health: 85" or "Zdraví: 85"
# With string arguments
var collected_text: String = tr("ITEM_COLLECTED") % item_name
# "Sword collected!" or "Meč sebráno!"
# Pluralization (Godot 4.x)
var count := 5
var msg: String = tr_n("ONE_ENEMY", "MANY_ENEMIES", count)
# Requires PO files with plural formsstring labelText = Tr("MENU_START");
string healthText = string.Format(Tr("PLAYER_HEALTH"), currentHealth);
// Pluralization
string msg = TrN("ONE_ENEMY", "MANY_ENEMIES", count);Label, Button, RichTextLabel, and other Control nodes auto-translate their text property when it matches a translation key. Set the text to the key:
Button.text = "MENU_START" → displays "Start Game" (en) or "Začít hru" (cs)Tip: To disable automatic translation on a specific Control, set
auto_translate_modetoDISABLED.
Godot 4.7+:
Control.translation_context: StringNamesets a per-control translation context, used both to translate displayed text and to generate translation templates — the property equivalent oftr()'s context argument (C#:TranslationContext). (GH-115340)
# Switch language
func set_language(locale_code: String) -> void:
TranslationServer.set_locale(locale_code)
# All Control nodes with translation keys update automatically
# Get current locale
var current: String = TranslationServer.get_locale() # e.g. "en", "cs", "de"
# Get available locales
var locales: PackedStringArray = TranslationServer.get_loaded_locales()public void SetLanguage(string localeCode)
{
TranslationServer.SetLocale(localeCode);
}
string current = TranslationServer.GetLocale();extends Control
@onready var language_button: OptionButton = %LanguageButton
var _locales: Array[Dictionary] = [
{"code": "en", "name": "English"},
{"code": "cs", "name": "Čeština"},
{"code": "de", "name": "Deutsch"},
{"code": "ja", "name": "日本語"},
]
func _ready() -> void:
for locale in _locales:
language_button.add_item(locale["name"])
# Set current selection
var current_locale: String = TranslationServer.get_locale()
for i in _locales.size():
if _locales[i]["code"] == current_locale:
language_button.selected = i
break
language_button.item_selected.connect(_on_language_selected)
func _on_language_selected(index: int) -> void:
TranslationServer.set_locale(_locales[index]["code"])
# Save preference — SettingsManager is a user-created autoload (see save-load skill)
SettingsManager.set_setting("general", "locale", _locales[index]["code"])Arabic, Hebrew, and Persian need layout_direction on Controls (LOCALE auto-follows the current locale), structured_text_type so URLs and paths do not fully reverse, and a font covering the script — Godot's default font does not. Re-apply layout direction whenever the locale changes. TranslationServer has no signals — override _notification and watch for NOTIFICATION_TRANSLATION_CHANGED (defined on MainLoop, inherited by Node). Since you never subscribe, there is no handler to disconnect.
Full recipes, per-control property table, BBCode for mixed direction, and the C# LocaleAwarePanel: references/rtl-support.md
GDScript has no locale-aware number or date formatting — "%d" % 1234567 is always 1234567, so you group digits by hand. C# does have it: look up a CultureInfo from TranslationServer.GetLocale() (swap _ for -) and use ToString("N"/"C"/"d", culture).
Both helpers in full: references/locale-formatting.md
res://
├── translations/
│ ├── game.csv # Main game translations
│ ├── ui.csv # UI-specific translations
│ └── items.csv # Item names and descriptions
├── fonts/
│ ├── default_font.ttf # Latin, Cyrillic
│ └── cjk_font.ttf # Chinese, Japanese, Korean
└── themes/
└── default_theme.tres # Font assignments per locale# Category_Context_Description
MENU_MAIN_START # Main menu, start button
MENU_MAIN_QUIT # Main menu, quit button
HUD_HEALTH_LABEL # In-game HUD, health label
DIALOGUE_NPC_GREETING # NPC dialogue, greeting line
ITEM_SWORD_NAME # Inventory item name
ITEM_SWORD_DESC # Inventory item description| Symptom | Cause | Fix |
|---|---|---|
| Translation key shows instead of text | Translation file not registered in Project Settings | Add to Project Settings → Localization → Translations |
| Text doesn't update on locale switch | Using string literals instead of tr() | Wrap all user-facing strings in tr() |
| Label shows key after scene change | Translation resource not loaded yet | Register translations in Project Settings (not at runtime) |
| RTL text renders LTR | layout_direction not set | Set to RTL or LOCALE on root Control |
| Font doesn't display characters | Missing Unicode range in font | Import a font covering the target script (Noto Sans recommended) |
| Pluralization doesn't work with CSV | CSV doesn't support plural forms | Use PO format for languages with complex plural rules |
%s in translation shows literal %s | Using tr() result as key instead of formatting it | Use tr("KEY") % value, not tr("KEY" % value) |
Godot 4.5 adds a Preview Language dropdown under Project Settings → Internationalization: the editor viewport re-renders in any registered locale, so you catch overflow from longer translations and verify RTL layout without entering Play mode. Editor-only — it does not affect exported builds.
Steps and QA benefits: references/editor-preview.md
Godot 4.6 extends CSV translation with three optional header columns — ?context, ?plural, ?pluralrule — bringing context disambiguation and simple one/other plurals (previously PO-only) to CSV. Languages with 3+ plural forms (Russian, Polish, Arabic) still need PO format with full msgstr[n] plural arrays.
Column reference, example CSV, and tr() / tr_n() usage (GDScript + C#): references/csv-plural-context.md.
tr() (or are set as translation keys on Control nodes)TranslationServer.set_locale()layout_direction set to RTL or LOCALE on root UI containers%s, %d) are applied AFTER tr(), not before?context column used when the same key has different meanings in different UI contexts (Godot 4.6+)?plural / ?pluralrule columns used for simple one/other plurals; PO format used for 3+ plural forms (Godot 4.6+)© jame581, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 4 other files (references) in skills/localization of jame581/GodotPrompter.
Open the folder on GitHubat commit 1e7d79d
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Localization this skilljame581/GodotPrompter | 792 | — | ~3.2k | Automated safety check: Pass | MIT | |
| Translation Source SyncDevolutions/UniGetUI | 26k | — | ~1.2k | Automated safety check: Pass | MIT | |
| Godot Admob App Openpoingstudios/godot-admob-plugin | 631 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Bannerpoingstudios/godot-admob-plugin | 631 | — | ~718 | Automated safety check: Pass | MIT | |
| Godot Admob Get Startedpoingstudios/godot-admob-plugin | 631 | — | ~1k | Automated safety check: Pass | MIT | |
| Godot Admob Interstitialpoingstudios/godot-admob-plugin | 631 | — | ~1.1k | Automated safety check: Pass | MIT |
Devolutions/UniGetUI
Synchronizes the UniGetUI English language file with source-code usage, identifies missing translation keys, removes unused entries, reports localization drift, and can reorder locale files to match…
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy App Open ads (shown on application startup or app resume) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, and destroy banner ads (AdView) using custom or adaptive sizes in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to initialize the Godot AdMob SDK and configure user consent (UMP Flow) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy interstitial ads (full-screen image/text ads) in GDScript and C.
poingstudios/godot-admob-plugin
Provides instructions to implement, load, show, and destroy Native Overlay ads (customized/native-looking Control node template overlays) in GDScript and C.
jame581/GodotPrompter
Covers Godot 4.3+ 2D systems with GDScript and C# examples: canvas layers, draw order, TileMaps, parallax, lights and shadows, particles and custom drawing.
jame581/GodotPrompter
Covers Godot 4.3+ 3D systems such as materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling and decals, with GDScript first and C# second.
jame581/GodotPrompter
Builds a data-driven ability system in Godot 4 from Resources and a component node, with cooldowns, buffs, stat modifiers, gameplay tags and HUD binding.
jame581/GodotPrompter
Covers Godot 4.3+ editor plugins: plugin folders, @tool scripts, the EditorPlugin lifecycle, custom inspectors, dock panels and gizmos, in GDScript and C#.
jame581/GodotPrompter
Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.
jame581/GodotPrompter
Covers animation in Godot 4.3 and later: AnimationPlayer basics, AnimationTree blend trees and state machines, sprite animation, skeleton IK and code-driven motion.
Categories
A skill your agent uses when implementing localization (i18n/l10n) — TranslationServer, CSV/PO translation files, locale switching, RTL support, and pluralization in Godot 4.3+. Localization is an agent skill from jame581/GodotPrompter.
Localization fits situations like: implementing localization (i18n/l10n) — TranslationServer; CSV/PO translation files; locale switching; pluralization in Godot 4.3+.
Run `npx skills add jame581/GodotPrompter --skill localization -a claude-code`. Or copy the skill folder (skills/localization in jame581/GodotPrompter) into .claude/skills/localization in your project. Claude Code loads it when a task matches its description.
Run `npx skills add jame581/GodotPrompter --skill localization -a codex`. Or copy the skill folder (skills/localization in jame581/GodotPrompter) into .agents/skills/localization in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jame581/GodotPrompter --skill 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/localization, .gemini/skills/localization, .github/skills/localization and .opencode/skills/localization in your project.
SKILL.md names no scripts, command-line tools or credentials: Localization is instructions for the agent only.
SKILL.md names 2 domains. As links in the text: github.com and docs.godotengine.org. This is read from the text; nothing was executed.
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.
Localization is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.2k tokens (SKILL.md is roughly 13k 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 2k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Localization: Translation Source Sync (Devolutions/UniGetUI, 26k stars), Godot Admob App Open (poingstudios/godot-admob-plugin, 631 stars), Godot Admob Banner (poingstudios/godot-admob-plugin, 631 stars) and Godot Admob Get Started (poingstudios/godot-admob-plugin, 631 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 792 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 6, 2026.
Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.