key;en-US log_added_total; log_api_waiting;Figma API timeout. {0} seconds remaining... log_auth_complete;Auth complete! log_cant_auth;"Can't auth. Status: {0} Message: {1} Exception: {2}" log_cant_draw_object;Can't draw '{0}' object. log_cant_find_package;"The package '{0}' is not found, required for the asset to work. To install the package: 1. Open the Unity Package Manager; 2. Click on the PLUS button in the upper left corner of the window; 3. Select 'Add package from git URL' menu item and enter the package name '{0}'; 4. Click on the Install button; 5. The package is installed, now you can use the asset." log_cant_get_images;Unable to download some images. You may need to add links to Figma projects with your master components in the '{0}' tab. log_cant_get_part_of_frames;"Can't get part of frames. Error: {0} Status: {1}" log_cant_get_image_links;"Can't get sprite links. Error: {0} Status: {1}" log_cant_execute_because_no_backup;Unable to perform this action due to the inability to create a scene backup. Perhaps your scene was created for the first time and does not yet have a saved scene file? log_component_not_selected_in_hierarchy;{0}'s gameobject not selected in hierarchy. log_current_canvas_metas_destroy;FCU {0}: {1} '{2}.cs' scripts destroyed. log_dev_function_enabled;"You have enabled the '{0}' function. In current version of the asset this function is under development and may work with errors." log_downloading_fonts;Downloading fonts: {0} of {1} log_downloading_images;Downloading images: {0} of {1} log_drawn_count;Drawing '{0}' components: {1} of {2} log_enable_http_project_settings;"Unity doesn't allow establishing an HTTP connection. To proceed with the import, open Project Settings > Player > Configuration, and switch the 'Allow downloads over HTTP' option to 'Always allowed'." log_fcu_assigned;{0} {1}'s ({2}) assigned. log_generating_sprites;Generating sprites: {0} of {1} log_generating_tmp_fonts;Generating TMP fonts: {0} of {1} log_getting_frames;Getting frames: {0} of {1} log_getting_links;Getting links to download images: {0} of {1} log_import_complete;Import complete! log_import_task_canceled; log_incorrect_selection; log_instantiate_game_objects;Instantiating GameObjects... log_links_added;Image links received: {0} of {1} log_local_prefabs_found;{0} prefabs found. log_malformed_url;"For some of your components ({0}), download links for images were not found. Possible reasons: 1. You are importing frames that have a large size in pixels. Try reducing the Image Scale in the Main Settings of the asset; 2. You need to reauthorize in your Figma account within the asset; 3. You have exceeded the request limit to the Figma API, and you need to wait some time before attempting another import; 4. Your component is hidden, has zero, or negative size. If the advice from points 1, 2, or 3 did not help, please contact the developer. Also, you can try using an asset for procedural image generation instead of the standard one, for example, the free Shapes2D asset. You can read more about this in the ""Manual for developers"" attached to the asset. List of these components: {1}" log_mark_as_sprite;Assigning 'Sprite' type to the downloaded images: {0} of {1} log_need_auth;Import stopped. Reauthorization required. log_no_google_fonts_api_key; log_no_sync_helper; log_nothing_to_import; log_open_auth_page;Opening authorization page in the web browser… log_prefabs_created;{0} prefabs created. log_project_downloaded;The project has been downloaded. Select the page you want to get frames from. log_project_empty;Project is empty. log_project_not_found;Either this file doesn't exist or you don't have permission to view it. Ask the file owner to verify the link and/or update permissions. If you are using a team project, read the 'Teamwork' section in 'Manual for designers.pdf'. log_search_local_prefabs;Searching prefabs… log_set_anchors;Setting anchors: {0} of {1} log_ssl_error;"Turn off HTTPS in Main Settings. Error: {0} Status: {1}" log_start_adding_to_fonts_list;Start adding fonts to the list... log_start_creating_prefabs;Start creating prefabs... log_start_download_images;Start downloading images... log_start_setting_transform;Start setting transforms... log_tagging;Tagging in progress. Processed items: {0} log_tagging_by_parts;Tagging in progress. Part {0}... log_unknown_aligment;"Unable to recognize alignment. Aligment: {0} Component: {1} Please report this error to the developer." log_unknown_error;"Unknown error: Status: {1} Error: {0} Exception: {2}" log_not_authorized; log_feature_not_available_with;This function is not available when using {0}. log_incorrent_project_url;Incorrect project url. log_name_linking_not_recommended;"You switched the '{0}' to '{1}'. This mode is not recommended for use because objects with the same names can get confused during linking. Please refer to the manual included with the 'UITK Element Linker' asset to learn more about this in detail." log_svg_scale_1; loading_google_fonts;Loading '{0}' fonts data from Google repository... cant_download_fonts;Failed to download {0} fonts, you need to add them to the project manually: {1} cant_generate_fonts;Failed to generate {0} fonts, you need to generate them manually: {1} cant_load_sprites;"Sprites for some of your components ({0}) cannot be loaded. List of components: {1}" cant_download_sprite;"Can't download sprite for '{0}' object. Error: {1} Status: {2}" label_advanced_mode;Advanced Mode tooltip_advanced_mode; label_add_tmp_fonts_from_folder;Add from current folder tooltip_add_fonts_from_folder; label_add_ttf_fonts_from_folder;Add from current folder tooltip_add_ttf_fonts_from_folder; label_all;All tooltip_all; label_apply_and_continue;Apply and continue tooltip_apply_and_continue;Continue import with selected parameters. label_asset;HOME tooltip_asset; label_asset_creator_settings;FONT ASSET CREATOR SETTINGS tooltip_asset_creator_settings;TextMeshPro font generation settings, identical to the settings of the 'Font Asset Creator' utility. label_asset_dependencies;ASSET DEPENDENCIES tooltip_asset_dependencies; label_atlas_padding;Atlas Padding tooltip_atlas_padding;"Specify the space, in pixels, between characters in the font texture. Padding provides the space required to render character separately, and to generate the SDF gradient (See the documentation on Font Assets for details). The larger the padding, the smoother the transition, which allows for higher-quality rendering and larger effects, like thick outlines. A padding of 5 is often fine for a 512x512 texture." label_atlas_population_mode;Atlas Population Mode tooltip_atlas_population_mode; label_atlas_resolution;Atlas Resolution tooltip_atlas_resolution;"Set the size width and height of the font texture, in pixels. A resolution of 512 x 512 is fine for most fonts, as long as you are only including ASCII characters. Fonts with more characters may require larger resolutions, or multiple atlases. When using an SDF font, a higher resolution produces finer gradients, and therefore higher quality text." label_auto_disable_compress_assets_on_import;Compress Assets On Import tooltip_auto_disable_compress_assets_on_import; label_auto_size;Auto Size tooltip_auto_size;Auto sizes the text to fit the available space. label_best_fit;Best Fit tooltip_best_fit;Should Unity ignore the size properties and simply try to fit the text to the control's rectangle? label_beta_version;"This is the beta version. If you encounter bugs, please contact the developer, and your problem will be solved as soon as possible." tooltip_beta_version; label_buggy_version;This version contains bugs that have been fixed in the next versions. tooltip_buggy_version; label_button_settings;UI.BUTTON SETTINGS tooltip_button_settings; label_button_type;Button Component tooltip_button_type; label_change;... tooltip_change; label_changed_in_figma;Changed In Figma tooltip_changed_in_figma;"Components whose hash, saved in the SyncHelper object at the time of the previous import, differs from the hash obtained before the new import as a result of analyzing the same component in Figma. The component hash is a hash of the aggregate values of all properties of that component in Figma." label_changed_in_unity;Changed In Unity tooltip_changed_in_unity;"Components whose properties have been changed in the Unity Inspector. Currently, tracking of two properties is supported: color and size." label_comparer_desc;"In order to see the difference between the two objects that you have selected, open thewebsite for comparing two texts using the '{0}' button and copy the properties of the two objects that you see below into the appropriate fields." tooltip_comparer_desc; label_components_settings; tooltip_import_components;The components that will be created on your Canvas when you import the project. label_compression_quality;Crunch Compression Quality tooltip_compression_quality;"When using Crunch Texture compression, use the slider to adjust the quality. A higher compression quality means larger Textures and longer compression times. Note: For Android platforms, the Compressor Quality values provide slightly different options. For more information, see Texture formats for platform-specific overrides." label_copy_new_data;Copy new data tooltip_copy_new_data; label_copy_old_data;Copy old data tooltip_copy_old_data; label_copy_to_clipboard;Copy to clipboard tooltip_copy_to_clipboard; label_crunched_compression;Use Crunch Compression tooltip_crunched_compression;"Use crunch compression, if applicable. Crunch is a lossy compression format on top of DXT or ETC Texture compression. Unity decompresses Textures to DXT or ETC on the CPU and then uploads them to the GPU at runtime. Crunch compression helps the Texture use the lowest possible amount of space on disk and for downloads. Crunch Textures can take a long time to compress, but decompression at runtime is very fast." label_csv_separator;Separator tooltip_csv_separator; label_custom_pivot;Custom Pivot tooltip_custom_pivot;"The custom pivot, when alignement is ""Custom""." label_dabutton_settings; tooltip_dabutton_settings; label_debug_mode;Debug Mode tooltip_debug_mode;Feature for developers. Allows to save the received response from Figma in json format. label_debug_tools;DEBUG TOOLS label_debug;DEBUG tooltip_debug_tools;"Used for debugging the asset. Parameters are applied globally to all instances of the asset." label_dependencies;DEPENDENCIES tooltip_dependencies; label_disable_compress_assets_on_import; tooltip_disable_compress_assets_on_import; label_dont_remove_fcu_meta;Don't remove this script until you are done with the layout. tooltip_dont_remove_fcu_meta; label_download_fonts_from_project;Download '{0}' fonts from project tooltip_download_fonts_from_project; label_download_multiple_fills;Download If Multiple Fills tooltip_download_multiple_fills; label_download_unsupported_gradients;Download Unsupported Gradients tooltip_download_unsupported_gradients; label_figma_auth;FIGMA AUTH tooltip_figma_auth; label_figma_color;Figma tooltip_figma_color; label_figma_comp;FIGMA COMPONENTS tooltip_figma_comp; label_figma_comp_desc;"In this tab, you can set links to Figma projects that contain your master components. This is usually necessary if the asset cannot access sprites that are part of a component instance whose master component is not in the main project." tooltip_figma_comp_desc; label_figma_layout_culture;Layout Language tooltip_figma_layout_culture;The language of your Figma project's text label_find_added_objects; tooltip_find_added_objects; label_flip_x;Flip X tooltip_flip_x; label_flip_y;Flip Y tooltip_flip_y; label_font_settings;FONT SETTINGS tooltip_font_settings; label_font_subset;Font Subset tooltip_font_subset;"A Font Subset is a sequence (Unicode-Range) of Unicode hexadecimal values, or ranges of values, to specify which characters to include in your font file. Google supports several subsets for different language groups that are passed to the 'Font Asset Creator' utility when creating a TMP font. To change the range after font generation, open your TMP font asset in the Inspector and click on the 'Update Atlas Texture' button. A hyphen is used to separate the first and last values in a range. Commas are used to separate values and ranges (for example, '20-7E,A0,2026', where '2026' code is ellipsis (...))." label_force_fix;Force Fix tooltip_force_fix; label_frames_to_import;FRAMES TO IMPORT ({0}/{1}) tooltip_frames_to_import; label_generate_physics_shape;Generate Physics Shape tooltip_generate_physics_shape;Automaticallly generates a physics shape. label_gradient_resolution;Gradient Resolution tooltip_gradient_resolution;Size of each rasterized gradient in pixels. Higher values consume memory but result in more accurate gradients. label_horizontal_mapping;Horizontal Mapping tooltip_horizontal_mapping;Horizontal UV mapping when using a shader with a texture face option. label_horizontal_overflow;Horizontal Overflow tooltip_horizontal_overflow;The method used to handle the situation where the text is too wide to fit in the rectangle. The options are Wrap and Overflow. label_https_setting;HTTPS tooltip_https_setting; label_image_and_sprites; tooltip_image_and_sprites; label_image_component;Image Component tooltip_image_component; label_image_type;Type tooltip_image_type; label_import; tooltip_import; label_import_events;IMPORT EVENTS tooltip_import_events; log_import_stoped_because_error;Import stoped because error. label_import_stoped_manually;Import stopped. tooltip_stop_import;Stop import label_kerning;Kerning tooltip_kerning;Enables character specific spacing between pairs of characters. label_kilobytes;The number of downloaded kilobytes of the current download object. tooltip_kilobytes; label_layout_culture; tooltip_layout_culture; label_line_spacing;Line Spacing tooltip_line_spacing;The vertical separation between lines of text. label_loc_case_type;Key Case tooltip_loc_case_type; label_loc_component;Localization Component tooltip_loc_component; label_localization_settings;LOCALIZATION tooltip_localization_settings; label_localizator;Localizator tooltip_localizator; label_log_default;Default Log tooltip_log_default; label_log_downloadable;Downloadable Log tooltip_log_downloadable; label_log_go_drawer;Go Drawer Log tooltip_log_go_drawer; label_log_set_tag;Set Tag Log tooltip_log_set_tag; label_log_transform;Transform Log tooltip_log_transform; label_made_by; tooltip_made_by; label_main_settings;MAIN SETTINGS tooltip_main_settings; label_mask_interaction;Mask Interaction tooltip_mask_interaction; label_maskable;Maskable tooltip_maskable; label_max_cord_deviation_enabled;Max Cord Enabled tooltip_max_cord_deviation_enabled;Enables the 'max cord deviation' tessellation test. label_max_tangent_angle_enabled;Max Tangent Enabled tooltip_max_tangent_angle_enabled;Enables the 'max tangent angle' tessellation test. label_mipmap_enabled;Generate Mip Maps tooltip_mipmap_enabled;Check this box to enable mipmap generation. label_missings_in_frame;This property does not change when switching to the Single Channel Texture type. tooltip_missings_in_frame; label_namespace;Namespace tooltip_namespace; label_new;New tooltip_new; label_no_recent_projects;No recent projects found. tooltip_no_recent_projects; label_old_data;Old Data tooltip_old_data; label_override_line_spacing_px;Override TMP Line Spacing (px) tooltip_override_line_spacing_px; label_override_tags;Override Tags tooltip_override_tags;Whether the color settings override the tag. label_parse_escape_characters;Parse Escape Characters tooltip_parse_escape_characters;"Whether to display strings such as \""\\n\"" as is or replace them by the character they represent." label_pixels_per_unit;Pixels Per Unit tooltip_pixels_per_unit;How many pixels in the sprite correspond to one unit in the world. label_positioning_mode;Positioning Mode tooltip_positioning_mode; label_prefab_creator;PREFAB CREATOR tooltip_prefab_creator; label_prefabs_path;Prefabs Path tooltip_prefabs_path; label_preserve_aspect;Preserve Aspect tooltip_preserve_aspect; label_preserve_numbers;Preserve Numbers tooltip_preserve_numbers; label_project_url;Project Url tooltip_project_url;Link to your project in Figma. label_pui_falloff_distance;Falloff Distance tooltip_pui_falloff_distance; label_rate;Rate tooltip_rate; label_rateme;Rate Me tooltip_rateme; label_rateme_desc;"Hello! :) For {0} days, I continue to release the updates of asset and provide support to users. If you like my asset, I will be grateful if you rate it in the Asset Store." tooltip_rateme_desc; label_raycast_padding;Raycast Padding tooltip_raycast_padding; label_raycast_target;Raycast Target tooltip_raycast_target;Whether the text blocks raycasts from the Graphic Raycaster. label_redownload_sprites;Redownload Sprites tooltip_redownload_sprites;If enabled, the downloadable images will replace those that were downloaded earlier when old downloading. label_remove;Remove tooltip_remove; label_remove_unused_sprites;"Remove sprites from the selected folder that are not used by Image components in the current open scene." tooltip_remove_unused_sprites; label_render_mode;Render Mode tooltip_render_mode;Specify the render mode to use when outputting the font atlas. label_rich_text;Rich Text tooltip_rich_text;Enables the use of rich text tags such as and . label_rtl_textmeshpro_settings;RTL TEXTMESHPRO SETTINGS tooltip_rtl_textmeshpro_settings; label_sampling_steps;Sampling Steps tooltip_sampling_steps;Number of samples evaluated on paths. Higher values give more accurate results (but takes longer). label_shadow_type;Shadow Type tooltip_shadow_type;The type of shadow that is used when transferring the shadow effect from Figma. Currently the 'TrueShadow' asset is supported, you can also turn off the shadow. label_shadows_tab;SHADOWS tooltip_shadows_tab; label_sort_point;Sort Point tooltip_sort_point; label_sorting_layer;Sorting Layer tooltip_sorting_layer; label_sprite_import_mode;Sprite Import Mode tooltip_sprite_import_mode;"Texture importer modes for Sprite import. None - Graphic is not a Sprite. Single - Sprite is a single image section extracted automatically from the texture. Multiple - Sprites are multiple image sections extracted from the texture. Polygon - Sprite has it own mesh outline defined." label_step_distance;Step Distance tooltip_step_distance;Distance at which vertices will be generated along the paths. Lower values will result in a more dense tessellation. label_svg_image_settings;SVG IMAGE SETTINGS tooltip_svg_image_settings; label_svg_importer_settings;SVG IMPORTER SETTINGS tooltip_svg_importer_settings; label_svg_type;Generated Asset Type tooltip_svg_type;How the SVG file will be imported. label_text_and_fonts;TEXT & FONTS tooltip_text_and_fonts; label_text_and_font_settings; tooltip_text_and_font_settings; label_text_component;Text Component tooltip_text_component;A text component to be used when wrapping text from Figma. Currently 'Unity.UI.Text' and 'TextMeshPro' are supported. label_textmeshpro_settings;TEXTMESHPRO SETTINGS tooltip_textmeshpro_settings; label_texture_compression;Texture Compression tooltip_texture_compression;"Select the kind of compression you want for your texture. Uncompressed - Texture will not be compressed. Compressed - Texture will be compressed using a standard format depending on the platform (DXT, ASTC, ...). CompressedHQ - Texture will be compressed using a high quality format depending on the platform and availability (BC7, ASTC4x4, ...). CompressedLQ - Texture will be compressed using a low quality but high performance, high compression format depending on the platform and availability (2bpp PVRTC, ASTC8x8, ...)." label_texture_importer_settings;TEXTURE IMPORTER SETTINGS tooltip_texture_importer_settings; label_texture_type;Texture Type tooltip_texture_type;"Use the Texture Type property to select the type of Texture you want to create from the source image file. The other properties in the Texture Import settings window change depending on the value you set." label_ttf_path;TTF Fonts Path tooltip_ttf_path; label_ui_framework;UI Framework tooltip_ui_framework; label_ui_toolkit; tooltip_ui_toolkit; label_unity_comp;UNITY COMPONENTS tooltip_unity_comp; label_unity_image_settings;UNITY IMAGE SETTINGS tooltip_unity_image_settings; label_unity_text_settings;UNITY TEXT SETTINGS tooltip_unity_text_settings; label_uitk_linking_mode;UITK Linking Mode tooltip_uitk_linking_mode; label_uitk_output_path;UITK Output Path tooltip_uitk_output_path; label_use_i2localization;Use I2Localization tooltip_use_i2localization;Whether to add 'I2Localize' script to 'Unity.UI.Text' or 'TextMeshPro' component. label_visible_descender;Visible Descender tooltip_visible_descender;Compute descender values from visible characters only. Used to adjust layout behavior when hiding and revealing characters dynamically. label_viewport_options;Viewport Options tooltip_viewport_options;Viewport options to use while importing the SVG document. label_vertical_mapping;Vertical Mapping tooltip_vertical_mapping;Vertical UV mapping when using a shader with a texture face option. label_vertical_overflow;Vertical Overflow tooltip_vertical_overflow;The method used to handle the situation where wrapped text is too tall to fit in the rectangle. The options are Truncate and Overflow. label_without_changes;Without changes tooltip_label_without_changes; label_wrapping;Wrapping tooltip_wrapping;Wraps text to the next line when reaching the edge of the container. label_xml_parsing; tooltip_xml_parsing; label_procedural_ui_settings;SETTINGS FOR ANY PROCEDURAL IMAGE tooltip_procedural_ui_settings; label_pui_settings;PROCEDURAL UI IMAGE SETTINGS tooltip_pui_settings; label_mpuikit_settings;MPIMAGE SETTINGS tooltip_mpuikit_settings; label_sr_settings;SPRITE RENDERER SETTINGS tooltip_sr_settings; label_is_readable;Is Readable tooltip_is_readable;"Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. This is required for methods that read, write, and manipulate the pixel data on the CPU, such as Texture2D.GetPixels or ImageConversion. EncodeToPNG. It is not required for methods that perform all their work on the GPU, such as Graphics.CopyTexture or Graphics.Blit." label_next_order_step;Next Order Step tooltip_next_order_step; label_raw_import;Raw Import tooltip_raw_import;When enabled, importing the full structure of your layout, without smart-combine multiple sprites into one sprite. label_buttons_tab;BUTTONS tooltip_buttons_tab; label_ui_toolkit_tab;UI TOOLKIT tooltip_ui_toolkit_tab; label_nova_components;NOVA COMPONENTS tooltip_nova_components; label_fcu;Figma Converter for Unity tooltip_fcu; label_settings;Settings tooltip_settings; label_script_generator;SCRIPT GENERATOR tooltip_script_generator; label_enabled;Enabled tooltip_enabled; label_scripts_output_path;Scripts output path tooltip_scripts_output_path; label_select_folder; tooltip_select_folder; label_text_prefab_naming_mode;Text Prefab Naming Mode tooltip_text_prefab_naming_mode; label_humanized_color;Humanized Color String tooltip_humanized_color; label_hex_color;Humanized Color HEX tooltip_hex_color; label_log_component_drawer; tooltip_log_component_drawer; label_log_hash_generator_drawer; tooltip_log_hash_generator_drawer; label_override_tmp_letter_spacing;Override TMP Letter Spacing tooltip_override_tmp_letter_spacing; label_object_comparer;Object Comparer tooltip_object_comparer; label_fcu_is_null;"The script '{0}' is not attached to this object. If this object is a prefab, to ensure the '{1}' function works correctly after adding the object to the scene, you need to execute function '{2}' from the context menu. More information about the Context Menu can be found in the Developer Manual." tooltip_fcu_is_null; label_more_about_layout_updating;You can learn more about this script in the dev manual, 'Layout updating' slide. tooltip_more_about_layout_updating; tooltip_open_fcu_window; tooltip_change_window_mode;_ label_orthographic_mode; tooltip_orthographic_mode; label_extra_padding;Extra Padding tooltip_extra_padding;Adds some padding between the characters and the edge of the text mesh. Can reduce graphical errors when displaying small text. label_overflow;Overflow tooltip_overflow;How to display text which goes past the edge of the container. label_geometry_sorting;Geometry Sorting tooltip_geometry_sorting;The order in which text geometry is sorted. Used to adjust the way overlapping characters are displayed. label_shader;Shader tooltip_shader; label_farsi;Farsi tooltip_farsi; label_fix_tags;Fix Tags tooltip_fix_tags; label_user_name;The name of the user authorized in the current instance of the asset. tooltip_user_id;The ID of the user authorized in the current instance of the asset. label_asset_instance_id; tooltip_asset_instance_id;The ID of this asset instance. label_stable_version;This version of the asset is stable. tooltip_stable_version; label_open_diff_checker;Open difference checker website tooltip_open_diff_checker; label_go_name_length;GameObject Name Length tooltip_go_name_length; label_text_name_length;Text GameObject Name Length tooltip_text_name_length; label_go_layer;GameObject Layer tooltip_go_layer;"Sets the value of the ""Layout"" parameter, which you can see in the top-right corner of the Inspector, for all the GameObjects being instantiated." label_pivot_type;Pivot Type tooltip_pivot_type; label_components_to_import;COMPONENTS TO IMPORT tooltip_components_to_import;Components that will be added to the scene or updated if they already exist on the scene. label_components_with_count;COMPONENTS ({0}/{1}) tooltip_components_with_count; tooltip_recent_projects;View recent projects. tooltip_download_project;"Download Figma project from URL. The current active import of the current canvas will be stopped." label_sampling_point_size;Sampling Point Size tooltip_sampling_point_size;The sampling point size. label_enable_multi_atlas_support;Enable Multi Atlas Support tooltip_enable_multi_atlas_support; label_images_format;Images Format tooltip_images_format;Format of images imported from Figma. label_images_scale;Images Scale tooltip_images_scale;The size of the images imported from Figma. label_preserve_ratio_mode;Preserve Ratio Mode tooltip_preserve_ratio_mode;If an object in Figma has the 'PreserveRatio' function enabled, the 'AspectRatioFitter' script will be added to it with your selected mode. label_sprites_path;Sprites Path tooltip_sprites_path; label_shapes2d_settings;SHAPES 2D SETTINGS tooltip_shapes2d_settings; label_google_fonts_settings;GOOGLE FONTS SETTINGS tooltip_google_fonts_settings; label_google_fonts_api_key;Google Fonts Api Key tooltip_google_fonts_api_key;In order for the asset to be able to automatically download missing fonts, you need to create your own '{0}', and enter it in '{0}' field. label_get_google_api_key;Get tooltip_get_google_api_key; label_remove_from_scene;REMOVE FROM SCENE tooltip_remove_from_scene;Components that will be removed from the scene. label_token;Token tooltip_token;The token is needed for the working of the asset, it is used to send api requests to Figma. tooltip_recent_tokens; tooltip_auth;Button for authorization in Figma. label_tmp_path;TMP Fonts Path tooltip_tmp_path; label_no_recent_sessions;No recent sessions found. tooltip_no_recent_sessions; label_different_component_data;Component data has differences. tooltip_different_component_data; label_has_differences;{0}: has differences. '{1}' in Unity. '{2}' in Figma. tooltip_has_differences; label_new_components; tooltip_new_components;Components that are missing on the scene but exist in Figma. label_import_frames; tooltip_import_frames;"Import selected frames from a downloaded or cached Figma project. The current active import of the current canvas will be stopped." label_open_settings_window; tooltip_open_settings_window;Open settings window label_select_fonts_folder;Choose a folder with your fonts tooltip_select_fonts_folder; label_select_prefabs_folder; tooltip_select_prefabs_folder; tooltip_product_version;The current version of the asset. label_auth;Auth label_component_detection_type;Component Detection Type log_cant_find_font;Can't find font file at path: '{0}' log_tm_font_already_exists;TextMeshPro font already exists for '{0}' font at path: {1} log_reopen_font_asset_creator;If you often see this error, close 'Font Asset Creator' before running the convert function. 'Font Asset Creator' should open by itself. log_converted_fonts;Converted {0} of {1} fonts. label_select_sprites_folder;Select the folder you want to remove unused sprites from label_inside_assets_folder;The object/folder you select must be inside the 'Assets' folder. log_added_total;"Added: {0} Total: {1}" label_update_avaliable;Update avalibale: {0} label_show_asset_in_inspector;Show asset in inspector label_show_asset_in_window;Show asset in window log_missing_fonts_list;Below is a list of fonts missing from the repository. You need to manually add them to the array of fonts in the '{0}' tab so that they will be available for the next import. Font list: {1} log_fonts_in_project;Fonts in project: {0} log_checking_fonts;Checking fonts... log_start_downloading_fonts;Start downloading fonts... log_instantiating_game_objects;Instantiating GameObjects: {0} of {1} label_verify;Verify fonts_settings;FONTS label_import_components;IMPORT COMPONENTS log_gameobject_not_selected_in_hierarchy;'{0}' not selected in hierarchy. log_asset_not_imported;Asset '{0}' was not imported. You can find it in the Asset Store or Package Manager. label_supported_from_unity_version;This feature is available in version Unity {0} and above. log_project_too_big;"Your project exceeds the allowable size. Import stopped. Project size: {0} MB. Allowable size: {1} MB. Please move the frames you want to import into a new project and try the import again." tooltip_all_components;All components - those that exist on the scene and those that exist in Figma (without duplicates). log_featutre_at_dev_stage;This feature ({0}) is not available and is under development. log_img_component_compatibility;The image component in the asset settings is switched to '{0}' because this is the only value compatible with the '{1}' image format. label_images_and_sprites_tab;IMAGES & SPRITES tooltip_images_and_sprites_tab; label_max_cord_deviation;Max Cord Deviation tooltip_max_cord_deviation;Distance on the cord to a straight line between two points after which more tessellation will be generated. label_max_tangent_angle;Max Tangent Angle tooltip_max_tangent_angle;Max tangent angle (in degrees) after which more tessellation will be generated. log_frames_finded;Finded {0} frames. Download them? "log_frames_not_found;No frames found. If you are using Sections, place them inside a frame using the ""Frame selection"" function in Figma, and try the import again."; log_current_canvas_childs_destroy;{0} childs destroyed. tooltip_component_detection_type; log_cant_get_profile_info;Can't get profile info: {0} log_sprites_removed;{0} sprites removed. log_cache_restored;{0} pages restored from cache. tooltip_show_asset_in_inspector; tooltip_show_asset_in_window; tooltip_global_config; log_loading_from_cache;Loading '{0}' project from cache… log_no_components_in_gameobject;No components in '{0}'. log_props_reset;{0} properties reset. log_object_reset;'{0}' has been reset to a prefab state. nan; log_closed_after_script_reload;{0} closed after scripts reload. log_corrent_project_url;Project URL is valid. log_package_installed;UPM Package Installed: {0} label_normal_color;Normal Color tooltip_normal_color; label_highlighted_color;Highlighted Color tooltip_highlighted_color; label_pressed_color;Pressed Color tooltip_pressed_color; label_selected_color;Selected Color tooltip_selected_color; label_disabled_color;Disabled Color tooltip_disabled_color; label_color_multiplier;Color Multiplier tooltip_color_multiplier; label_fade_duration;Fade Duration tooltip_fade_duration; label_go_name_max_length;GameObject Name Max Length tooltip_go_name_max_length; label_text_name_max_length;Text Name Max Length tooltip_text_name_max_length; log_import_failed_incompatible;Import failed because '{0}' is incompatible with '{1}'.\nPlease change the import settings.\n log_import_failed_enable_required;Import failed because you need to enable '{0}' to use '{1}'.\nPlease change the import settings.\n log_import_failed_unsupported;Import failed because you are attempting to use '{0}', which does not support '{1}'.\nPlease change the import settings.\n label_loc_key_max_lenght;Loc Key Max Length tooltip_loc_key_max_lenght; label_loc_folder_path;Localization Folder Path tooltip_loc_folder_path; label_loc_file_name;Localization File Name tooltip_loc_file_name; label_namespace;Namespace tooltip_namespace; label_field_name_max_length;Field Name Max Length tooltip_field_name_max_length; label_method_name_max_length;Method Name Max Length tooltip_method_name_max_length; label_class_name_max_length;Class Name Max Length tooltip_class_name_max_length; label_serialization_mode;Serialization Mode tooltip_serialization_mode; label_base_class;Base Class tooltip_base_class;