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UnityGameTranslator-v0.13.2-full-source.tar.gz 2026-09-10 13.1 MB
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README.md 2026-09-10 7.0 kB
UnityGameTranslator-MelonLoader-IL2CPP-v0.13.2.zip.sha256 2026-09-10 117 Bytes
UnityGameTranslator-MelonLoader-Mono-v0.13.2.zip.sha256 2026-09-10 115 Bytes
UnityGameTranslator-BepInEx6-Mono-v0.13.2.zip.sha256 2026-09-10 112 Bytes
UnityGameTranslator-BepInEx5-v0.13.2.zip.sha256 2026-09-10 107 Bytes
UnityGameTranslator-BepInEx6-IL2CPP-v0.13.2.zip.sha256 2026-09-10 114 Bytes
UnityGameTranslator-MelonLoader-Mono-v0.13.2.zip 2026-09-10 4.4 MB
UnityGameTranslator-MelonLoader-IL2CPP-v0.13.2.zip 2026-09-10 4.4 MB
UnityGameTranslator-BepInEx6-Mono-v0.13.2.zip 2026-09-10 4.4 MB
UnityGameTranslator-BepInEx6-IL2CPP-v0.13.2.zip 2026-09-10 4.4 MB
UnityGameTranslator-BepInEx5-v0.13.2.zip 2026-09-10 4.4 MB
Totals: 13 Items   48.7 MB 9

Games where the mod found the first screenful and then went quiet now keep discovering text as you play. Reveals that write a line letter by letter, or unveil it with a colour tag, are read as the sentence they say rather than as the frames they draw — so they cost one translation instead of dozens, and your file stops filling with half-written lines.

Finding text in a game

Bug fixes

  • Discovery stopped after the first pass of a scene. Nothing new was found after it, and no component already seen was ever read again — so text that appears while you play, a tooltip or a panel built on demand, was reachable only through a manual rescan. It went quiet without a word, and on a large game that was ninety thousand wasted checks every five seconds.
  • A component out of sight is now followed too. Games that fill a tooltip while it is still hidden left the mod holding whatever the text was when it was first written, and translating that.
  • The arrival hook was dead on IL2CPP, so every detection cycle searched the whole scene again instead of being told a component had appeared.

Text that writes itself out

Bug fixes

  • A line revealed by a moving colour tag was read as a new line on every frame. One sentence cost ninety-three requests to the model and ninety-one entries, and a quarter of one file was five sentences written out fifty-two times each. Such a frame is now recognised as the same sentence in different dress.
  • Half-written lines no longer reach the model. A reveal was finalised whenever the mod stopped seeing it move for half a second — including when the mod itself was the thing that had stopped looking — so a fragment was translated and cached while the finished sentence never was, leaving the line in the game's own language.
  • The "translating" notice appeared on lines you could see were already done, and they were genuinely being translated again: the same sentence was cut at thirty-seven, then thirty-six, then thirty-five characters on three visits to one dialogue, each one paid for at the model and each one landing after the screen already showed the translation.
  • A game's own template is no longer translated. Some games write ability text with their own markers and expand it in place a moment later; the un-expanded template was translated, and writing it back stopped the game finding its own markers to expand.

Translation files

Bug fixes

  • A translation's settings no longer leak into the next one. Only the game settings were reset when a file was loaded, so an image replacement, an exclusion or a set of variables from the previous translation stayed — showed up on a translation nobody had put them in, and would have been published with it.
  • A downloaded translation is read by the same rules as a local one. Its line endings were left alone while the local file and the ancestor had theirs collapsed, so a three-way merge could read one line as deleted here and added there at the same time.
  • A new translation now states which languages it is in. It only did so when it already did, which worked on the machine that made it and nowhere else.
  • An image replacement now appears when a translation is loaded, instead of being read and left in memory. And putting an image back now sticks: the restore was recognised by our own patch and swapped straight back out.
  • A translation carrying no images stopped replacing them — the loaded ones outlived the definitions that named them.
  • Everything bound to a translation is re-derived when another is loaded: what is waiting to be translated, the mod's own interface file, and a browser editing session's baseline.

Your account

Bug fixes

  • Signing in from the game could never complete. The event stream started a second read while one was pending, which .NET refuses; the relay's heartbeat made that a dead heat, so the connection dropped on roughly every beat.
  • The refusal to publish is now said before the window opens, not after you have filled it in.

The interface

Enhancements

  • A line being asked for again shows which attempt it is on, so a model struggling with one sentence no longer looks like a model being slow.
  • The mod says when it is loading the model. The first translation of a session can take a minute where the tenth takes none.
  • A translation request that never comes back says so, naming how long it waited, instead of a queue that simply stopped.
  • The in-game editor refuses an edit that breaks a placeholder, by the same rule a model is held to, and says which one while you type rather than after you click.
  • The corner notification's Compare turns into "Stop comparison" like the main panel, instead of disappearing at the moment it is clicked.
  • Backups: the name goes where a name belongs, Enter saves it, and the way in stays open when there is no translation yet.

Bug fixes

  • The line count on the card follows the translation growing under it. It showed whatever the number was when something else happened to refresh it — ninety-eight on screen while the file held a hundred and forty-five.
  • The notification overlay is sized from what its boxes need, so it no longer clips or leaves a gap.

Compatibility

Bug fixes

  • A game could end at startup with nothing in the log. The engine attached its worker thread to the IL2CPP collector by guessing at a type name across every loaded assembly — a guess that means nothing on Mono and fails in silence on IL2CPP, where a thread the collector does not know about ends the process natively, with no exception and no line to read. Each mod loader now says what its own runtime needs.

Speed

Bug fixes

  • The game no longer freezes at startup waiting for the model to load — over four seconds on one machine with a small model, far longer with a large one.
  • A cache-hit dump wrote the whole text twice on every long line, seven hundred times in one session; it is said a few times now.

Shared rules

  • The translation rules are moving out of Unity, so they can hold on any engine. What decides whether a text is a reveal, which line wins when two disagree, how a file is read and written — all of it now lives in files that carry no engine code at all, each with its own set of cases. You see nothing of this today. It is why most of the fixes above could be proved on a console rather than hoped for on one game.
  • The mod, the site and the manager read one library for the facts they share: what a line becomes when it is translated or captured, which act an account may take, what a translation's settings sections are, and the words a sync verdict uses. The same fact now reads the same way in all three.
Source: README.md, updated 2026-09-10