Mako UIThe UI engine that speaks web

Build it like the web.
Ship it like a game.

Real HTML, CSS and JavaScript, rendered by your engine in under a millisecond. Your designers ship game UI in days, not sprints.

For publishers and studios

Save the file. The game updates on the next frame.

Why Mako

Game UI is where
schedules slip

Every HUD, menu and settings screen goes through the same loop: mock it up, rebuild it in the engine, review it, rebuild it again. Mako collapses that loop into one set of files your whole team can touch.

  1. 01

    Designers wait on programmers.

    Designers edit the files the game ships. Studio writes real HTML and CSS, and the running game reloads them.

  2. 02

    Figma gets rebuilt by hand.

    Figma syncs, property by property. Bindings, translations and gamepad navigation survive every update.

  3. 03

    Every platform needs another pass.

    Consoles are built in. Gamepad focus, localization and a 1 ms frame budget come with the engine.

01 / Try it

Edit the file,
see it live

This is a real game HUD written in HTML, CSS and JavaScript. Change anything: the result updates as you type.

Start with the objective text, or restyle the whole HUD.

Your changes stay in this browser tab.

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

In your game, these same files run in Mako’s native C++ core and render through your engine. Open Chrome DevTools on the running game to inspect and live-edit them.

02 / Studio

Studio edits the files
your game ships

Lay out screens visually, drop into code whenever you want, and let Mako Agent build components in your style, right inside the Unity or Unreal editor. Play the tour, then take over and edit the HUD yourself.

A guided look at Studio

The tour starts here. Take over at any time to edit the shared HUD.

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

Tour ready

Skip the Studio preview

Loading the Mako UI Studio preview…

Every change you just saw is plain HTML and CSS, saved in your project and ready for source control.

03 / Built for games

Controllers, consoles
and every language

The parts of game UI that web tools ignore are the parts Mako was built around.

04 / Performance

Under a millisecond.
Every frame.

Mako is a native C++ engine, not a browser. No Chromium, no WebView. Your HTML, CSS and JavaScript become a draw list, and your engine renders it with its own shaders, in its own frame.

Full HUD frame
0.81ms

Update, layout and paint of a complete shooter HUD, 95th percentile.

Release gate
1ms

A build that goes over budget on the reference HUD doesn’t ship.

Text
0.02ms

Per glyph, rendered on the GPU.

Shared assets
8× 1

Eight UI panels share a single copy of their images, fonts and SVGs.

Benchmarks and methodology

05 / Integration

One UI.
Every engine.

Write the interface once. Ship it in Unity, Unreal Engine or your own C++ engine: as a full screen, inside the UI you already have, or as a tool for your team.

Create complete HUDs, menus and overlays with HTML, CSS and JavaScript.Unity Editor
Connect your gameplay API example
  1. Install the packageImport Mako UI for Unity 6. Native binaries for every target come in the package.
  2. Render a documentRun Verify Setup, add a MakoUIPanel to any GameObject and point it at your HTML.
  3. Connect gameplayPush values with SetState, call JavaScript with CallJS, and route UI events to C# with [MakoUIEvent].

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);
  }
);

Call a JavaScript function

C# → JavaScript · loaded UI

panel.CallJS("hud.showObjective",
  "{\"text\":\"Reach the reactor\"}");

JavaScript · hud.html contains #objective

window.hud = {
  showObjective({ text }) {
    document.querySelector('#objective')
      .textContent = text;
  }
};

CallJS runs the function on the next UI update.

Document → game<button onclick="@mako:pauseClicked">Pause</button>
[MakoUIEvent("pauseClicked")]
public UnityEvent OnPause = new UnityEvent();

Any MonoBehaviour next to the panel receives the event. Wire it in the Inspector like any other UnityEvent.

Full-screen overlays plug into URP 17+ and HDRP 12+. Canvas widgets and world-space panels drop into the scenes you already have.

06 / Compare

One style change.
Every screen.

One stylesheet restyles every panel, in Unity and Unreal alike. Pick a look and watch all three panels follow.

ui.cssChoose a look
.hud-panel {
  background: rgba(10, 20, 18, .72);
  border: 1px solid rgba(125, 218, 158, .5);
  border-radius: 14px;
  backdrop-filter: blur(12px);
}
One rule for all 3 elements
Live CSS previewGlass applied to all 3 elements
ObjectiveReach the reactor
Sector 07184 m
PlayerA. Morgan
Health84 / 100
EquipmentMX-4 Carbine
24/ 120

How Mako compares

AvailableNot includedSee note
FeatureMako UIUnity UIuGUIUnity UI ToolkitUnrealUMGCoherentGamefaceNoesisGUI
Figma syncSeparate pluginUnity AI · BetaSeparate pluginSVG artwork
HTML, CSS & JavaScriptUXML / USS / C#
CSS Grid
Backdrop blurCustom shaderUnity 6.6+
AI that builds in your styleUnity AI · BetaUnity AI · BetaMCP · ExperimentalMCP + referencesNot documented
Shared stylesheetsReusable prefabsCommonUI stylesXAML styles
Same UI in Unity & Unreal

Sources for every mark

07 / For publishers and studios

Your UI team
already knows this

HTML, CSS and JavaScript are the most widely known UI skills in software. Mako turns them into one UI standard across every studio, engine and platform you ship.

Talk to us about studio licensing

FAQ

Questions studios
ask first

Is Mako UI a browser inside my game?

No. There is no Chromium and no WebView. A native C++ engine parses your HTML and CSS, runs your JavaScript and hands a draw list to your renderer. Your engine draws every pixel.

What about JavaScript performance and garbage collection?

Scripts run on a lightweight engine with a generational garbage collector and a time budget per UI. You can compile scripts ahead of time to bytecode or native code. Gameplay data arrives through SetState, so per-frame script work stays small.

Which engines and platforms are supported?

Unity 6 with URP or HDRP, Unreal Engine 5, and custom C++ engines. Windows, macOS, Linux, iOS, Android, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. Full requirements

Does a Figma sync overwrite work done in Studio?

No. Studio merges each update property by property. A conflict shows both values so you choose. Bindings, translation keys, gamepad navigation and events added in Studio are never touched.

Which AI does Mako Agent use?

Claude or OpenAI models. Sign in with an API key or with the Claude or ChatGPT subscription you already have. The agent plans before it edits, and every change it makes is undoable.

Does Studio ship inside my game?

No. Studio lives in the editor. Player builds contain the Mako runtime and your UI files, nothing else.

How is Mako UI licensed?

Mako UI is commercial software, coming to the Unity Asset Store and FAB. Studio licences add source access, escrow, console builds and support. Launch pricing goes to the early-access list first.

Early access

Get Mako UI
in the next wave

Evaluation builds ship in waves. Join the early-access list for your build, release news and launch pricing. Studios and publishers can ask for a licensing conversation in the same step.

Illustration of a Mako UI integration

Your project

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