# ExcludeEntryFromEditorExport

> Marks a key or entry so that editor exporters skip it.

## Definition

* **Type:** Class
* **Namespace:** [Unity.Localization](/engine/6000.7/script-reference/unity/localization.md)
* **Assembly:** UnityEngine.LocalizationRuntimeModule
* **Implements:** [IMetadata](/engine/6000.7/script-reference/unity/localization/imetadata.md)

```csharp
public class ExcludeEntryFromEditorExport : IMetadata
```

## Remarks

Use this to keep editor-only or placeholder strings out of the files exported for translators, for example a collection JSON or CSV export. The entry stays in the collection; only the exported file omits it. It implements [IMetadata](/engine/6000.7/script-reference/unity/localization/imetadata.md), so it is stored in a [MetadataCollection](/engine/6000.7/script-reference/unity/localization/metadatacollection.md), and it carries no data of its own: its presence is the flag. The [MetadataAttribute](/engine/6000.7/script-reference/unity/localization/metadataattribute.md) on this type allows it on shared keys and per-locale entries, and limits each target to a single instance.

Additional Resources: [ExcludeEntryFromPlayerExport](/engine/6000.7/script-reference/unity/localization/excludeentryfromplayerexport.md), [IMetadata](/engine/6000.7/script-reference/unity/localization/imetadata.md), [MetadataCollection](/engine/6000.7/script-reference/unity/localization/metadatacollection.md)

Flag an entry so the editor export skips it.

## Examples

```csharp
using Unity.Localization;

namespace Unity.Localization.Samples
{
    public class ExcludeEntryFromExportExample
    {
        public void Run(MetadataCollection metadata)
        {
            // Keep the entry out of a built player's generated files, but still ship it in the table asset.
            metadata.AddMetadata(new ExcludeEntryFromPlayerExport());

            // Keep the entry out of files exported for translators.
            metadata.AddMetadata(new ExcludeEntryFromEditorExport());
        }
    }
}
```
