Hi @Dev0mar , thanks for reporting the issue. Somehow the image you posted looks broken to me and the game is a private experience, are you able to adjust them? Also thanks for providing a repro file here.
Hi @Dev0mar, thanks for reaching out. This is intended behavior as all input strings to a translator instance are assumed to be in the source language of the localization table. Rather than passing in the current text of the object you should just pass in the source text. This behavior will be the same regardless of whether the language is RTL or not.
Also note that there is already an existing mechanism that allows users to toggle between languages from the settings menu. If you just use AutoLocalize to handle your translations this will work automatically without you having to do any scripting at all, however if you do need to script your translations you can listen to the LocaleId property change signal as described in the " Reacting to Users Switching Languages" section here: Localizing with Scripting | Documentation - Roblox Creator Hub