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f8-editor-localization-workflow

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Use when working with Localization editor tools — F6 language switching, localization component Inspector, and Excel-based translation management in F8Framework.

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Source SKILL.md: https://github.com/TippingGame/F8Framework/blob/HEAD/Tests/AISkills/f8framework-skills/editor/f8-editor-localization-workflow/SKILL.md

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Localization Editor Workflow

Use this skill when

  • The task involves editing or testing localization in the Unity Editor.
  • The user asks about F6 shortcut, language preview, or localization component setup.

Path resolution

  1. Editor code: Assets/F8Framework/Editor/Localization

Sources of truth

  • Editor module: Assets/F8Framework/Editor/Localization
  • Test docs: Assets/F8Framework/Tests/Localization/README.md

Key editor features

FeatureShortcutDescription
Language SwitchingF6Quick-switch between 42 supported languages in Editor
Text ID PreviewInspectorShows ID index directly on Text/TextMeshPro components
Localization Component InspectorInspectorConfigure localization targets per component type

Supported editor component localization

  • Text / TextMeshPro — with real-time ID display
  • Font — per-language font selection
  • Image / RawImage — language-specific images
  • SpriteRenderer — language-specific sprites
  • Material Renderer — language-specific materials
  • Audio Clips — language-specific audio
  • Timeline Tracks — language-specific timeline

Workflow

  1. Create Localization.xlsx in StreamingAssets/config/.
  2. Add localization components to UI objects in Inspector.
  3. Set ID references to match Excel row IDs.
  4. Press F6 to switch languages and preview in Editor.
  5. For Text/TextMeshPro, the ID is shown in the Inspector.
  6. For non-text components, set resource paths per language.

Output checklist

  • Localization components attached and configured.
  • F6 preview tested for target languages.
  • Excel translation table populated.