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UnityGameTranslator-v0.15.0-full-source.tar.gz 2026-10-05 14.7 MB
UnityGameTranslator-v0.15.0-full-source.zip 2026-10-05 15.2 MB
README.md 2026-10-05 6.5 kB
UnityGameTranslator-MelonLoader-IL2CPP-v0.15.0.zip.sha256 2026-10-05 117 Bytes
UnityGameTranslator-MelonLoader-Mono-v0.15.0.zip.sha256 2026-10-05 115 Bytes
UnityGameTranslator-BepInEx6-Mono-v0.15.0.zip.sha256 2026-10-05 112 Bytes
UnityGameTranslator-BepInEx5-v0.15.0.zip.sha256 2026-10-05 107 Bytes
UnityGameTranslator-BepInEx6-IL2CPP-v0.15.0.zip.sha256 2026-10-05 114 Bytes
UnityGameTranslator-MelonLoader-Mono-v0.15.0.zip 2026-10-05 4.8 MB
UnityGameTranslator-MelonLoader-IL2CPP-v0.15.0.zip 2026-10-05 4.8 MB
UnityGameTranslator-BepInEx6-Mono-v0.15.0.zip 2026-10-05 4.8 MB
UnityGameTranslator-BepInEx6-IL2CPP-v0.15.0.zip 2026-10-05 4.8 MB
UnityGameTranslator-BepInEx5-v0.15.0.zip 2026-10-05 4.8 MB
Totals: 13 Items   54.0 MB 0

This version makes languages written with complex scripts readable everywhere in a game: Arabic, Hebrew, Hindi, Thai, Khmer and others are now joined, ordered and typed correctly in every kind of text and input field. Replacement fonts reach more kinds of text and stay in place through scene changes, and translations shared for a game are found even when the game was detected under the wrong name.

Complex scripts and right-to-left languages

New features

  • Joined letters in every kind of text. Hindi, Thai, Khmer and other scripts that need shaping are now drawn correctly in older UI text, UI Toolkit and 3D text, not only in TextMeshPro. Letters no longer appear separated or in the wrong order.
  • Type right-to-left and shaped text in the game's input fields. In uGUI, TextMeshPro, NGUI and UI Toolkit fields (Unity 2021 to Unity 6), the caret, clicks, selection, double-click on a word, Home/End and Up/Down follow the text as it is shown. Backspace removes one character, never half a syllable.
  • Line breaks follow Unicode's rules for every language, instead of breaking only at spaces and between Chinese or Japanese characters.

Enhancements

  • Right-to-left text keeps its order: numbers written with separators (3'000, 3 000) stay one number, Latin words and numbers inside a sentence keep their order after a refresh, and underlines and strikethroughs cover their letters again.
  • Mirrored alignment applies to every text of a font when the translation's language is written right to left, Latin words included, and follows a game that sets its alignment after its text.
  • Lists the game builds from a template (inventories, menus) show right-to-left text correctly in every copy, including copies the game never rewrites.
  • Every direction and shaping decision comes from Unicode data (version 18.0), not from a list of known scripts: languages that were not specifically handled before now work too.

Bug fixes

  • Persian and Arabic letters keep their own spelling. A rule rewrote one into the other based on a guess of the language.
  • Counters written by the game in right-to-left text no longer come out with their digits reversed.

Fonts

New features

  • Replacement fonts for more kinds of text: 3D text (TextMesh), NGUI labels and tk2d text now take the chosen font, on Mono and IL2CPP games.
  • The mod says when a font cannot draw the translation. A corner notice and a line in the Fonts tab name the font and the language, with a way out: set a fallback font. The inspector also lists, under the selected texts, the fonts that draw them wrongly.
  • Preview a font in the game by hovering its "?" button in the Fonts tab.
  • The mod's windows have their own fonts for the game's text they show (source text, translation, object names), chosen in Options, so your choice for the game's text no longer changes how the windows look.

Enhancements

  • Fonts added to the fonts folder while the game runs are found with Refresh List.
  • Large fonts (Chinese, Japanese, Devanagari) are drawn sharper: the atlas can now be larger, without using more memory than before.
  • Installed fonts and font collections (.ttc) are found by the names their files carry, so the right file and the Regular style are picked.

Bug fixes

  • Replaced fonts no longer turn into squares after a scene change or when the game unloads unused assets.
  • Letters inside a <font> tag of TextMeshPro text are drawn from the fallback font instead of disappearing.
  • CJK fonts in .otf format are read correctly (their letters were built from pieces of other letters).
  • A font Unity builds while the game runs no longer shows letters out of place.
  • Fonts on Unity 2023 and Unity 6 IL2CPP games that strip some engine functions now load and draw, where they failed silently or closed the game.

Choosing the right game

New features

  • Confirm which game this is. The main window shows the game's name as its title, marked Detected or Confirmed. Change opens a list to pick the game: each entry shows its cover, store ids, year and makers to tell two games apart. Your choice is kept for this game.
  • Change works without an account. You can point a game detected under the wrong name at the translations already shared for it.
  • Several games with the same name are now said under the title, with a request to confirm the right one.
  • When the site files your translation under another game, a line under the name says so, with Switch game and a confirmation. Nothing changes without your click.

Enhancements

  • Publishing asks you to click the game in the list, likeliest first, instead of taking the first answer on your behalf. Community translations are searched by the game you confirmed.
  • A game the site cannot identify is said before sending, not after.

Translation and performance

New features

  • View on website on the installed translation's card opens it on the website: in My translations when it is yours, otherwise its page.

Enhancements

  • Changing the AI model, server or key stops the line being translated at once. A model too heavy for the game no longer keeps working (and keeps the GPU busy) after you left it.
  • Less work while the game runs: text types are looked up only when one of them appears, and status rows are redrawn only when they change, so the window no longer jumps.
  • Smoother windows: scroll areas bounce at their ends, an open list closes when you click elsewhere, sliders are no longer moved by the mouse wheel while you scroll a list.

Bug fixes

  • Options keeps source and target languages apart: the source language is no longer locked as soon as the target is.
  • Editing a line that drops the source's markup (a tag, a pair of tags) is refused in the mod's editor, as it is on the website.
  • Unity 6000.6 games: a change in the engine made scene checks fail.
  • A game whose only scene was already loaded when the mod started (BepInEx 5) now shows the mod's window.

Shared with UGT Manager and the website

Enhancements

  • The same words for a game's identity (Detected, Confirmed, Change, Switch game) in UGT Mod, UGT Manager and on the website.
  • Each language's script and writing direction come from the shared language catalogue.
Source: README.md, updated 2026-10-05