Steps to reproduce:
- Create a new project
- Install the Localization package (com.unity.localization)
- Open Edit > Project Settings > Localization and click "Create" to make the settings asset
- Click "Add Custom Locale"
- Without typing anything in either field, click "Create Locale"
- Note the filename offered in the save dialog, save it, and inspect the resulting asset
Actual results: "Create Locale" is enabled on an empty form. Clicking it opens a save dialog pre-filled with " ().asset" and produces a Locale asset with an empty name and an empty identifier. The asset is added to the project in that state
Expected results: "Create Locale" stays disabled until a name and a valid identifier have been entered
Reproducible with versions: 1.5.12 (6000.5.7f1, 6000.6.0f1, 6000.7.0a6)
Tested on (OS): MacBook Pro - Tahoe 26.6.2
Notes:
- The button does become disabled if the identifier field is typed into and then cleared, so validation exists but is not applied to the initial empty state.
- The resulting asset carries no name and no identifier, so it cannot be told apart in the Project window or in Available Locales.