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Local-first localization authoring and QA for .NET and games. Draft with a local model, validate and approve deterministically, export runtime JSON and Unity Localization CSV, no engine coupling.

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Localizer

Local-first localization authoring and QA utility for .NET applications and games. A local model proposes drafts; deterministic code owns identity, validation, approval, and export. Consumers exchange files — they do not load Localizer assemblies.

CI License: MIT

Localizer desktop app

Highlights

  • Engine-neutral catalog with stable keys, BCP 47 locales, and Draft/Approved workflow
  • Derived Missing and Stale status from fingerprints so approved text survives source changes
  • Deterministic validators for plain and indexed composite placeholders ({0}, {1})
  • Local Ollama drafting through a provider port; drafts stay unapproved until a human Approves
  • Compact per-locale runtime JSON export and Unity Localization String Table CSV import/export
  • Avalonia desktop host for catalog authoring, review, and project-folder handoff
  • Layered Core / Application / Infrastructure / Desktop solution; dependencies point inward

Architecture

Localizer.Core
      ^
Localizer.Application
      ^
Localizer.Infrastructure
      ^
Localizer.Desktop

Pipeline intent: Sources -> Neutral catalog -> Drafting and QA -> Review -> Generated outputs.

Projects: Localizer.Core (domain, lifecycle, validation), Localizer.Application (ports and use cases), Localizer.Infrastructure (JSON persistence, Ollama drafting, compact locale export, Unity CSV adapters), Localizer.Desktop (Avalonia composition root), plus Core/Application/Infrastructure test projects.

Details: docs/architecture.md

Stack

  • C# / .NET 10
  • Avalonia
  • Ollama local HTTP API
  • System.Text.Json
  • NUnit

Docs

License

MIT

About

Local-first localization authoring and QA for .NET and games. Draft with a local model, validate and approve deterministically, export runtime JSON and Unity Localization CSV, no engine coupling.

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