# Locale

> Creates a locale with no culture code.

## Definition

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

## Locale()

Creates a locale with no culture code.

```csharp
public Locale()
```

### Remarks

The parameterless constructor exists mainly for serialization. Because [Locale.Code](/engine/6000.7/script-reference/unity/localization/locale/code.md) is read-only, prefer [Locale](/engine/6000.7/script-reference/unity/localization/locale/ctor.md) to create a usable locale. You can still set [Locale.FallbackCode](/engine/6000.7/script-reference/unity/localization/locale/fallbackcode.md) and [Locale.LocaleName](/engine/6000.7/script-reference/unity/localization/locale/localename.md) after construction.

Create an empty locale and set its fallback.

### Examples

```csharp
using Unity.Localization;

namespace Unity.Localization.Samples
{
    public class LocaleConstructorEmptyExample
    {
        public Locale Run()
        {
            var locale = new Locale();
            locale.FallbackCode = "en";
            return locale;
        }
    }
}
```

## Locale(string, string)

Creates a locale for a culture code, with an optional display name.

```csharp
public Locale(string code, string localeName = null)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The culture code, for example "en" or "fr-CA".**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The display name to show for this locale, or null to derive one from the culture.

### Remarks

The culture code determines the [Locale.Identifier](/engine/6000.7/script-reference/unity/localization/locale/identifier.md) and the formatting culture reported by [Locale.CultureInfo](/engine/6000.7/script-reference/unity/localization/locale/cultureinfo.md). When `localeName` is null, [Locale.LocaleName](/engine/6000.7/script-reference/unity/localization/locale/localename.md) falls back to the culture's native name, then to the code itself.

Create a locale for a culture code with an explicit display name.

### Examples

```csharp
using Unity.Localization;

namespace Unity.Localization.Samples
{
    public class LocaleConstructorExample
    {
        public Locale Run() => new Locale("de", "Deutsch");
    }
}
```
