Localizing a variant
Updated September 9, 2026
Ad networks target markets, not languages. en-US and en-AU are two
different creatives with different copy, so every locale here is a full BCP 47
language-REGION tag. 54 of them ship in the picker.
Turning it on
Open the variant in the Customization Engine and switch the toggle from Default to Localization. The language picker beside it does both jobs: it chooses which market you are editing, and it adds or removes markets. The badge shows how many the variant has.
How overrides work
A variant holds one default customization plus one row per locale.
effective values for a market = default ⟶ overlaid by that locale's row
A locale row stores only what differs. Everything else falls through to the default, per panel. So a translator touches the strings that actually change and inherits the artwork, the config and the layout — and fixing a number in the default fixes it in every market at once.
Removing a locale removes its overrides only. The default is never affected.
What can be localized
Not only text. Objects carry their copy and styling, and audio and texture assets can be localized too — a localized asset swaps the inlined resource, so the localized build stays fully self-contained with no external requests.
That matters for markets that need more than a translation: a different voice over, a different end-card image, a longer button because the word is longer.
Working market by market
- The modified dots show what this locale overrides, not what the variant changed overall.
- Reset on a value drops the override and lets the default show through again.
- The preview runs the locale you are editing, so you can check a long string against the real layout before it ships.
How it exports
Every selected locale is built independently and laid out as
playable/<locale>/<network>/. The un-localized build is always there as
default/.
All of it is one export and one flat charge, however many markets it contains. The export panel lets you deselect locales for a particular run, but the price does not change with the count — adding a market costs you nothing.
Practical advice
- Get the default right first. Everything inherits from it, so every fix there is a fix everywhere.
- Only keep a locale that genuinely differs. An empty locale row is a folder in the ZIP that nobody needs.
- Pick the region deliberately —
es-MXandes-ESare not interchangeable to a UA team, and neither arept-BRandpt-PT. - Check the size estimate per locale. Localized audio is usually what pushes a build over a network's cap.
A locale you saved before we listed it still works. The catalog is a convenience list, not a gate.
See also Customizing and exporting a playable.