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.

PlatformStatusTesting
macOS (Apple Silicon)SupportedEditor and exported games, including an automated test that creates a game from scratch in the installed app.
Windows x64SupportedCross-compiled player, checked under Wine.
Linux arm64 and x64SupportedFull test suite in Docker; exported games in clean containers.
WebSupportedWebAssembly and WebGPU, with C# on the .NET WebAssembly runtime.
Android arm64SupportedSigned APK on the Android emulator with scripted input.
OpenXRSupportedStereo rendering against the Monado runtime.
iOSNot yetRequires Xcode with the iOS SDK and an Apple Developer account.
ConsolesNot yetConsole SDKs are only available to licensed developers.