Features
An overview of what GameCraft can do today. Known gaps are listed in the limitations document.
Rendering
A forward renderer built on wgpu, running on Metal, Vulkan, DirectX 12 and WebGPU.
Post-processing
Bloom, tone mapping (including ACES), colour adjustments, white balance, lift/gamma/gain, vignette, chromatic aberration, film grain, ambient occlusion, depth of field and motion blur, controlled by volumes.
Lighting
Directional, point and spot lights with shadows. Realtime and baked reflection probes, light probes, and lightmaps from a path tracer.
Shader Graph
A node editor with around 50 nodes. Graphs compile to WGSL, and each material can override graph properties.
Cameras
Multiple cameras with depth order, viewport rectangles, culling masks, overlay cameras and render textures.
Performance
LOD groups, occlusion culling, compressed textures and GPU skinning.
Particles
CPU particle systems with world and plane collisions, a GPU particle graph, and trail renderers.
Scripting
Gameplay is written in C#. The .NET 10 runtime is hosted inside the engine and the Roslyn compiler runs when you save.
Two APIs
Use the GameCraft SDK, or write against the UnityEngine-compatible API with MonoBehaviour, coroutines and serialized fields.
Hot reload
Change a script while the game is running. Serialized field values are kept.
Debugging
Attach a .NET debugger to Play mode with full symbol information.
Jobs and ECS
A job system with native containers and safety checks, Burst-compatible attributes, Unity.Mathematics and a minimal entity component system.
Editor scripts
Scripts in Editor folders can add custom inspectors, editor windows, menu items and property drawers.
Packages
Share code as packages from a local folder or a package registry, with dependency resolution and integrity checks.
Tools
Built into the editor, with no extra installation.
Timeline
Sequence animation, activation, audio, signals and camera shots.
Virtual cameras
Priorities, follow and look-at targets, damping, dolly tracks, noise and blending.
Mesh editing
Edit vertices, edges and faces; extrude, inset and subdivide; edit UVs.
Animation rigging
Two-bone IK, aim and parent constraints on top of animated characters.
Terrain
Sculpt and paint terrain, place vegetation and stream regions.
Navigation
Bake navigation meshes and move agents around obstacles.
Audio
Spatial audio and a mixer with groups, effects, sends and snapshots.
User interface
Canvas-based UI with text, buttons, inputs, toggles, sliders, dropdowns and scroll views.
Localization
String and asset tables, plural rules per language, and CSV import and export.
Platforms
How each export target is tested.
| Platform | Status | Testing |
|---|---|---|
| macOS (Apple Silicon) | Supported | Editor and exported games, including an automated test that creates a game from scratch in the installed app. |
| Windows x64 | Supported | Cross-compiled player, checked under Wine. |
| Linux arm64 and x64 | Supported | Full test suite in Docker; exported games in clean containers. |
| Web | Supported | WebAssembly and WebGPU, with C# on the .NET WebAssembly runtime. |
| Android arm64 | Supported | Signed APK on the Android emulator with scripted input. |
| OpenXR | Supported | Stereo rendering against the Monado runtime. |
| iOS | Not yet | Requires Xcode with the iOS SDK and an Apple Developer account. |
| Consoles | Not yet | Console SDKs are only available to licensed developers. |