# L10n

> Class for text localization.

## Definition

* **Type:** Class
* **Namespace:** [UnityEditor](/engine/6000.7/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static class L10n
```

## Remarks

Use this class to localize your text shown in the Unity Editor. You need a **po** file (ja.po for example) and an asmdef (Assembly Definition) file. Add this syntax to define the [LocalizationAttribute](/engine/6000.7/script-reference/unityeditor/localizationattribute.md) in any script in the assembly: \[assembly:UnityEditor.Localization].

Place all **po** files within the asmdef folder. Additional Resources: [https://docs.unity3d.com/Manual/assembly-definition-files.html](https://docs.unity3d.com/Manual/assembly-definition-files.html)

Unity looks up each translation in a localization group. The `Tr` methods that take a group name use that group directly. The `Tr` methods that take no group name identify the assembly that called them, and use the group named by the [LocalizationAttribute](/engine/6000.7/script-reference/unityeditor/localizationattribute.md) on that assembly.

**Note**: On the CoreCLR scripting backend, Unity can't reliably identify the calling assembly, because the JIT compiler can inline the caller and remove its stack frame. Pass an explicit group name to avoid this.

## Static Methods

| Method                                                       | Description                                                                                                         |
| ------------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------- |
| [Tr](/engine/6000.7/script-reference/unityeditor/l10n/tr.md) | This function referes a po file like ja.po as an asset. Asmdef and \[assembly: UnityEditor.Localization] is needed. |
