← ClaudeAtlas

localizationlisted

Add new locale keys with real Russian translations instead of English placeholders — spawns a lightweight Haiku subagent to translate new en.asset entries into proper ru.asset entries. Load whenever adding, renaming, or changing user-facing text keys in Assets/Localization/en.asset and ru.asset.
KonH/GlobalStrategy · ★ 2 · AI & Automation · score 68
Install: claude install-skill KonH/GlobalStrategy
# localization ## The old pattern (deprecated) Older specs (e.g. `Docs/Specs/26_06_20_00_country-action-cards/plan.md`) added new keys to `ru.asset` with the same English text as a "placeholder Russian translation," deferring the real translation to later. **Do not do this anymore.** Every new key gets a real Russian translation in the same change that adds it. ## Workflow 1. Decide the new key(s) and their English text; add them to `Assets/Localization/en.asset` as `Key`/`Value` pairs under `Entries` (see `.claude/rules/unity/localization.md` for the namespacing convention — `menu.*`, `hud.*`, `country_name.*`, etc.). 2. Collect the full list of new `Key: Value` pairs (English) just added. 3. Spawn a translation subagent — `Agent` tool, `model: "haiku"` — with a self-contained prompt that: - Includes every new key and its English value. - Asks for natural, game-appropriate Russian translations (not literal/machine-style), preserving any `string.Format` placeholders (`{0}`, `{1}`, …) and any markup/formatting tokens unchanged, positioned wherever they'd naturally fall in Russian phrasing. - Asks it to return only the `Key: Value` pairs (Russian value) in the same order, no commentary, so the output can be pasted straight into `ru.asset`. 4. Add the returned Russian values to `Assets/Localization/ru.asset` under the matching keys, keeping the same key order as `en.asset` where practical (not load-bearing, just keeps the t