Translation memory that stays in the project
Matching runs against the memory inside the project you already have open. Nothing is uploaded to look for a suggestion, and no memory is shared with anyone you did not invite.
How matching works
- The editor compares the current source with the project’s saved memory and shows a score next to every candidate.
- Matching is similarity, not exactness, and weak matches stay out of the way below the threshold.
- Applying a candidate edits the draft like any other change: it is undoable, and it stays unsaved until you save.
Where the memory lives
- In a project opened from a file, the memory is part of that file on your machine.
- In a Cloud Project it travels with the project the same way every entry does, and only to your own server address.
What it does not do
- No shared server memory across users or teams, and no measuring of your content.
- No machine translation is requested by matching. An external provider is contacted only when you ask for it, with the text you selected.
- No suggestion is invented: a candidate is always a translation that already exists in the project.
Statuses come from the project’s tested compatibility record. Every “read directly” line was validated against real game files or fixtures; partial support is written as partial, and an external tool is named as a tool you configure yourself.
Open a file in the browser editorGame archives are read by the Windows build, where the archive tools run on your machine.Windows app
