| Parses the game’s data files, extracts strings into a project, writes them back into an exported copy | Loads into the running game and detours Unity’s text-setting methods, substituting each string as it is assigned |
| 17 engines and formats — RPG Maker MV/MZ and XP/VX/Ace, Ren’Py, Kirikiri, Wolf RPG, Tyrano, Electron and Cocos shells, Unity, Unreal, Bakin, SRPG Studio, NScripter, Godot, Artemis, YU-RIS, AliceSoft, LiveMaker, .po/.mo | Unity only, Mono and IL2CPP, from pre-5.3 to current. Not applicable to any other engine |
| TextAssets, MonoBehaviour string fields, StreamingAssets scripts, localization tables, Addressable bundles, and — on Mono — literals inside Assembly-CSharp.dll | UGUI, NGUI, TextMeshPro, TextMesh, FairyGUI, Utage and UIElements; IMGUI and legacy TextMesh ship disabled and must be switched on |
| Out of reach — a string composed or formatted at runtime never exists in a file to extract | Yes, and this is its strongest advantage — concatenated text, text from other mods and IMGUI all pass the hook |
| Supported on a best-effort basis by reconstructing type information; needs a parseable global-metadata.dat, and DLL literals stay out of scope | Supported, but the maintainers describe it as by no means complete — missed hooks needing a manual refresh, no IMGUI, no plugin-specific translations |
| Needs the container format to be readable; a bundle it cannot open is reported and left untouched | Irrelevant — it only has to recognise a text component, so a game with an unread asset format still works day one |
| A playable build you keep — a modified copy of the game you already own, launched normally with nothing injected | A mod loader, the plugin DLLs and _AutoGeneratedTranslations.txt in the game folder. The txt is yours to keep and share; there is no standalone build |
| Nothing runs alongside the game; every line was translated before you launched | One request at a time, with a wait for the text to settle before queueing — so first sight of a line can show pop-in or a pause |
| None of this kind; the run is bounded by the provider and by how long you leave it going | Lines over 200 characters are ignored by default, 8,000 requests per session, plus several self-shutdown safeties that can stop translation mid-play |
| Project editor with find and replace, regex filters, a glossary, cloud translation memory and an optional AI second pass | Each line is translated in isolation as it appears; post-editing is reactive — edit the txt and press ALT+R to reload |
| Can open BepInEx/Translation/<lang>/Text/_AutoGeneratedTranslations.txt as a project source, editing values only and never re-encoding the keys | Writes and owns that file; it is hot-reloadable in game and explicitly redistributable under MIT |
| Injects a fallback font into the exported build | Frequently needs a TextMeshPro font asset bundle built in the same Unity Editor version as the game — there is a wiki guide for it |
| Image Studio detects, inpaints, typesets and bakes — on RPG Maker, Kirikiri, NScripter, Ren’Py, Electron and loose image folders, not Unity bundles | Texture replacement by hash-matched filename — you dump the texture, edit it yourself, drop it back. No OCR, no assisted typesetting |
| Free tier throttles speed, not features, but requires a Patreon account and sign-in. Supporter $3/mo, Pro $5/mo | MIT, free, no account, no login. Endpoint cost is whatever you pick — unauthenticated scrapers and fully offline options are both free |