Quick answer: A missing entry for the selected locale falls back to the project’s default locale. Open the Asset Table, add the missing locale row, and assign the localized asset reference.

A logo image localized via an Asset Table shows the English version in Japanese mode. The Japanese row was added but not assigned an asset — the fallback locale takes over silently.

The Asset Table Has Rows Per Locale

An Asset Table’s rows are (key, locale, AssetReference) tuples. A key with no entry for the selected locale falls back to LocalizationSettings.ProjectLocale. No warning — that’s the design.

Fill Every Locale or Audit Coverage

Open the Asset Table window, select the locale, ensure every key has an asset. The window has a missing-entries view — use it to audit before release.

Hard-Fail in Dev

var handle = LocalizedAsset.LoadAssetAsync();
await handle.Task;
// In dev, log if it fell back instead of silently using ProjectLocale

Subscribe to LocalizationSettings.AssetLocaleEvents or check at the call site, and log a dev-only warning. Catches missing entries during play instead of on release day.

Addressables Build

Asset Tables ship via Addressables. A missing Addressables content build means even correct entries don’t reach the player — double-check both the table data and the bundle.

Verifying

Switch to each locale — the correct localized asset loads. A deliberately-missing entry falls back (and logs a warning in dev builds).

“An asset key without an entry per locale silently falls back. Audit coverage; log fallbacks in dev.”

Add a CI check that fails when any Asset Table key is missing a locale — you’ll catch the gap before QA.