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Currently supports Google Spreadsheets as \nas a source of truth in generating localization assets.\n\n## Installation\nIn Unity 2019.3 and later, add the following to your `Packages/manifest.json`:\n\n```json\n{\n  \"dependencies\": {\n    \"com.houraiteahouse.localization\": \"2.0.0\"\n  },\n  \"scopedRegistries\": [\n    {\n      \"name\": \"Hourai Teahouse\",\n      \"url\": \"https://upm.houraiteahouse.net\",\n      \"scopes\": [\"com.houraiteahouse\"]\n    }\n  ]\n}\n```\n\n## Usage\n\nHourai Localization only exists in the editor. Generator assets can be created\nand configured via `Assets \u003e Create \u003e Hourai Teahouse \u003e Localization Generator`.\n\nEach generator is mapped to a `AssetTableCollection`. For every table collection, \na new generator should be made.\n\nTo trigger a project wide regenration of localization data, use the menu item\n`Hourai Teahouse \u003e Localization \u003e Generate All`. This can be called \nprogrammatically via `HouraiTeahouse.Localization.LocalizationGenerator.GenerateAll()`.\nThis can be useful in continuous integration enviroments to automatically regenerate\nlocalization assets before builds.\n\nNote that localization generators will overwrite all keys in the target collections.\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fhouraiteahouse%2Fhourailocalization","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fhouraiteahouse%2Fhourailocalization","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fhouraiteahouse%2Fhourailocalization/lists"}