How it works
The converter parses your CSV or JSON into a key/language table entirely in your browser — nested JSON keys flatten to dotted paths like menu.play, and CSV headers such as en, fr, or English(en) map to locales while metadata columns are skipped. It then generates engine files with the same codegen Wayline localization ships: a Unity JSON string table with a typed LocKeys.cs and a small Loc.cs runtime, a Godot translation CSV, XLIFF 1.2, or plain CSV/JSON. ICU placeholders like {count, plural, ...} pass through untouched.
Frequently asked questions
What input and output formats are supported?
Paste or upload a CSV (a key column plus one column per language) or a language-first JSON table. Convert it to Unity (a JSON string table plus a typed LocKeys.cs and a Loc.cs runtime), a Godot translation CSV, XLIFF 1.2, or plain CSV/JSON.
How do I use the output in Unity or Godot?
For Unity, drop localization.json under a Resources/ folder and add the generated Loc.cs + LocKeys.cs — then call Loc.Get(LocKeys.Menu.Play). For Godot, drop localization.csv (its first column header is literally "keys") into Project Settings > Localization and use tr("your.key"). Each export includes a short README.
Is it free, and does my file get uploaded?
Yes, it is free with no sign-up, and nothing is uploaded — parsing and code generation happen entirely in your browser. Your strings never leave your device.
Can I round-trip back to CSV or JSON?
Yes. Convert to CSV or JSON and re-import it later, or hand XLIFF to a translation agency and re-import the CSV/JSON they return — the key column and language headers round-trip cleanly.