MAKO UI

The UI engine
that speaks web

Your designers ship game UI in days. Real HTML/CSS, no rebuild, native speed.

Game UI middleware for Unity, Unreal Engine and custom C++ hosts.
Currently in private access.

Planned for Unity Asset Store · FAB Enterprise & console licensing →

01 / Try the workflow

Edit the file,
see it live

Start with a game HUD. Change its HTML, CSS or JavaScript and see the result alongside your code.

Try a small change to the objective text.

Tab and Shift+Tab move out of the editor. Ctrl/Cmd + ] indents.

Demo changes stay in this browser session.

Browser preview of your HTML, CSS and JavaScript edits. In your game, Mako UI processes these files in C++ and sends the drawing data to your engine.

02 / Author in Studio

Studio edits the files
your game ships

Mako UI Studio brings visual layout, tokens, animation and code into your engine’s editor. Explore the browser preview below; on desktop, you can take over and edit the shared HUD.

A guided look at Studio

Play the tour, or explore the desktop preview. Changes are saved to demo memory.

On touch screens, use these controls for the guided visit. Open this page on a desktop to edit the Studio preview.

Tour ready

Loading the Mako UI Studio preview…

A browser tour of Studio’s HTML/CSS workflow, with scripted Agent and Figma examples. JavaScript runs in the Runtime demo above. The installed editor connects to your project and local tools.

03 / Connect to your game

Your game state,
on the screen

Connect a health bar to your player, or let a menu button pause the game. Start with your engine’s integration and use the SDK calls below.

  1. Install the SDKInstall the release package and native binaries for your target. Unity 6000.0+ and Input System 1.7+ are required.
  2. Render a documentRun ForgeUI → Verify Setup, then Create Sample Panel. Use ForgeUIPanel with your HTML entry point.
  3. Connect gameplaySend state from C#. Use Inspector event bindings to route a UI action back to your game.

C# → document · initialized panel

panel.SetState("player.health", 87.5f);

JavaScript · hud.html contains #hp

engine.state.watch('player.health', value => {
  document.querySelector('#hp').textContent =
    Math.round(value);
});
Document → game<button onclick="@forge:pauseClicked">Pause</button>

In the panel Inspector, scan HTML for @forge: events, then connect pauseClicked to a UnityEvent<string> callback.

Fullscreen overlays use the URP Render Feature or HDRP Custom Pass. Canvas widgets and world-space panels also work with Built-in RP. Read the integration notes →

04 / Choose your target

Plan for
your platform

Place UI over the game, inside an existing canvas or on a surface in your world. Choose a rendering mode, then check the targets for your release.

Render modes

Rendering surfaces by integration
IntegrationFullscreen overlayIn a canvas or in the world
Unity 6000.0+URP 17+ with Render Feature; HDRP 12+ with Custom PassCanvas widgets and world panels, including Built-in RP
Unreal EngineForgeUI Panel componentUMG widget and world component
Custom C++Your host’s backend and input integration define the available surfaces.

Native targets

Native target status from SDK documentation, checked September 2026
TargetSDK statusBefore you ship
Windows · macOSDesktop runtime and editor checks recordedConfirm your engine version, graphics API and release binaries.
Linux x64Native Core tested; engine integration checks varyValidate the complete packaged game on Linux.
iOS · AndroidBuild and packaging checks; device testing required for each releaseCheck content loading, input and rendering on your devices.
ConsolesNDA platform integrationsDiscuss SDK access, licensing and your target →

Your evaluation build includes its target and engine-version requirements. Target details →

Features & compatibility

Know what
your UI needs.

Build layouts with flexbox and grid, style with gradients, and add animation. Check the features your interface needs in the compatibility notes.

Explore features and limits →
CSS coverage

The source audit found that 228 of 274 tracked CSS properties affect the rendered UI. Coverage varies by value and selector; the linked property list explains partial support.

Input, text & accessibility

Gamepad and text input are integrated. Test IME input on your target OS. Unity currently uses monochrome emoji; native OS screen-reader support remains unavailable.

Media & embedded documents

Play audio and video using the codecs in your platform package. Iframes keep UI state separate within the same process. See the compatibility notes for codec and security details.

Hot reload, Studio & Figma

Edit local source files and reload while the UI runs. Studio is editor-only. Figma imports create editable HTML/CSS; re-sync replaces the imported content. Compiled scripts and packaged content use the build workflow.

05 / The iteration loop

One change,
three workflows

Change a HUD button’s appearance and connect its action to gameplay. Here are the editing surfaces and files involved, after initial project setup.

Unreal · UMG

Edit
Adjust a Widget Blueprint’s style and event wiring in the Unreal editor.
Keep in the project
The Widget Blueprint and any referenced brushes, textures or materials.
Connect
Blueprint or C++ gameplay logic.
UMG styling documentation →

Unity · UI Toolkit

Edit
Adjust the element’s USS styles and register its event callback.
Keep in the project
UXML structure, USS styles and C# behavior.
Connect
C# event handlers and game state.
UI Toolkit styling documentation →

Mako UI

Edit
Change CSS in Studio or your editor, then reload local source in the running UI.
Keep in the project
HTML, CSS and JavaScript, plus any referenced assets.
Connect
Host state APIs and UI events, as shown above.
Mako workflow and scope →

These workflows describe iteration after project setup. The time involved depends on your interface, assets and familiarity with each tool.

06 / Performance

Plan your
UI frame budget

See the CPU work behind a complete HUD: changing values, updating layout and preparing the screen for your renderer.

Reference HUD · CPU p95

0.81ms

Fixture
perf_hud.html
Measured
11 July 2026
Machine
MacOS-ForgeCI · Apple Silicon
Recorded p95
0.8111 ms · highest of three runs
See the measurement details →
Browser preview of the measured HUD’s source: timer, vitals, ammo, minimap and objectives.

Recorded in July 2026 for the native CPU pass. Rendering and GPU costs depend on your engine, scene and target hardware. Full method and scope →

07 / Access & licensing

Bring Mako
to your next game

Access is currently by invitation. Join for updates or start a conversation about your studio’s integration.

Access updates

Hear about releases, evaluation access and pricing. SDK access is by invitation.

Join the waitlist

Planned distribution

Unity Asset Store and FAB are planned distribution channels. Join for availability and pricing updates.

The SDK is commercial software. License terms accompany the offer you receive.

Enterprise / Console

Talk through engine versions, native targets, evaluation needs, licensing and support.

Talk to us

Public access starts
on the waitlist

Mako UI is currently available by invitation. Join for access updates, release news and pricing when announced. Studio teams can also request a licensing conversation below.

Planned distribution: Unity Asset Store and FAB.