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UnityGameTranslator-v0.13.0-full-source.tar.gz 2026-09-04 12.9 MB
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README.md 2026-09-04 5.0 kB
UnityGameTranslator-MelonLoader-Mono-v0.13.0.zip.sha256 2026-09-04 115 Bytes
UnityGameTranslator-MelonLoader-IL2CPP-v0.13.0.zip.sha256 2026-09-04 117 Bytes
UnityGameTranslator-BepInEx6-IL2CPP-v0.13.0.zip.sha256 2026-09-04 114 Bytes
UnityGameTranslator-BepInEx6-Mono-v0.13.0.zip.sha256 2026-09-04 112 Bytes
UnityGameTranslator-BepInEx5-v0.13.0.zip.sha256 2026-09-04 107 Bytes
UnityGameTranslator-MelonLoader-Mono-v0.13.0.zip 2026-09-04 4.4 MB
UnityGameTranslator-MelonLoader-IL2CPP-v0.13.0.zip 2026-09-04 4.4 MB
UnityGameTranslator-BepInEx6-Mono-v0.13.0.zip 2026-09-04 4.4 MB
UnityGameTranslator-BepInEx6-IL2CPP-v0.13.0.zip 2026-09-04 4.4 MB
UnityGameTranslator-BepInEx5-v0.13.0.zip 2026-09-04 4.4 MB
Totals: 13 Items   48.1 MB 0

Games written in Arabic, Hebrew, Hindi, Thai and thirty other scripts now read the way they should: letters join, marks sit on the right consonant, and lines run in the right direction. This is the version to take if your language is not written in the Latin alphabet.

Languages and text

New features

  • Right-to-left text, composed properly. Arabic and Hebrew letters join into their real forms, numbers and Latin words inside a sentence keep their own direction, and brackets face the right way. Checked against the official Unicode test suite — all 91,699 cases pass.
  • Indic and South-East Asian scripts are shaped, not merely displayed. Devanagari, Bengali, Tamil, Telugu, Kannada, Malayalam, Gujarati, Gurmukhi, Oriya and Sinhala go through the font's own layout tables, so vowel signs, conjuncts and marks land where the font says. The results were compared word by word with HarfBuzz, the shaping engine browsers use.
  • Line breaks for scripts written without spaces. Thai, Lao, Khmer and Burmese are cut into words using dictionaries, instead of wrapping in the middle of one.
  • Multi-line right-to-left text on every engine. Games whose text system has no right-to-left mode of its own now get properly ordered lines rather than one reversed run.
  • Every plane of Unicode. Scripts outside the basic range — Adlam, Chakma, Khojki and the rest — are recognised and shaped like the others.

Enhancements

  • Rich text survives shaping. Colour and style tags are put back around the letters they were meant to style, instead of landing beside them.
  • Alignment follows the language. A right-to-left line is aligned to the right, per font and per rule, and the original alignment is restored when it is not.
  • Fonts carry every glyph they own. A font's atlas is built from all of its glyphs, so a shaped form is never missing at the moment it is needed.

Bug fixes

  • Underlines and strikethrough no longer crash the game on right-to-left text; where they cannot be drawn safely they are dropped, and the log says why.
  • A shaped sentence coming back from the game is recognised as already shaped, so it is never shaped a second time — which used to move vowel signs.
  • Words cut across a line ending no longer lose or duplicate a letter.

Compatibility

Bug fixes

  • Games on the newest Unity no longer fail to start with BepInEx 5. The mod now sets its interface up on the first scene instead of before the engine's first frame.
  • UI Toolkit games get their fonts and their alignment after the layout has run, so text no longer appears unstyled for a frame or mirrored at the wrong moment.
  • Clicking one of the mod's own panels can no longer be taken by a canvas of the game underneath it.
  • A game that stops handling the pointer no longer leaves the mod's windows unclickable.

Performance

Enhancements

  • Scanning is spread across frames and kept inside a budget, so a big scene no longer produces a visible pause. The scene is looked up once per cycle instead of once per component type.
  • Right-to-left reflowing no longer costs work on every frame — only when something actually changed.
  • The mod measures its own worst frame and its own worst call, so a slowdown can be reported with figures rather than impressions.

Translations

New features

  • The mod's own interface has its own file, separate from the game's translation. Translating the interface no longer adds lines to the file you publish, and the two are queued as separate work.
  • A translation states the languages it goes between, and takes the server's answer when it is published — so a file taken from the site is never left pointing at the wrong language.

Bug fixes

  • The interface file is read before being written, so a save can no longer replace translated labels with an empty file.
  • A shared string is given to the game rather than to the mod's interface, so a menu entry is no longer translated as if it belonged to us.
  • Searching for a game by name answers about the game that was asked for, not about another one matching the same words.
  • Publishing uses the name the game states, with its studio, so other players can find it.

Privacy

Enhancements

  • The mod tells the site who it is only when it needs to — with a token, or while linking an account. Nothing identifying is sent otherwise.
  • A font name that reads as a path is refused before any file is looked up.
  • A font rule's text pattern runs under a time limit, so a pattern cannot hang the game.

Shared rules

  • The translation file size limit, the session durations and the account wording now come from the library the mod, the site and the Manager share — so the three say the same thing about the same file.
Source: README.md, updated 2026-09-04