Mako UIGame UI middleware, built on web standards

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

Real HTML, CSS and JavaScript, rendered natively by your engine, built for speed next to engine-integrated toolkits. Designers edit the same files the game ships.

For publishers and studios

Recorded in Unreal Engine 5. This HUD is HTML and CSS: 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 replaces that loop with one set of files the whole team edits.

  1. 01

    Designers wait on programmers.

    Designers edit the files the game ships. Mako 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.

    One runtime, every platform. Gamepad navigation, localization and console support are built in, within a 1 ms frame budget.

01 / Try it

Edit the file,
see it live

Six game UIs from our Unity and Unreal demos, in the HTML, CSS and JavaScript the engines run. Pick one and change anything: the result updates as you type.

Vesper · first-person shooter · Unreal Engine 5Recorded in Unreal Engine 5. Edit the code below to run it live

Start with the accent color, or restyle the whole UI.

Your changes stay in this browser tab.

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

Each preview starts as a recording of the demo running in Unity or Unreal. Edit the code and the same files run live in your browser, over a screenshot of the scene. In the game, the same files run in the Mako UI runtime, written in native C++, and the game pushes the state. 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, if you want it, let Mak-O, the optional built-in agent, build components in your style, right inside the Unity, Unreal or Godot editor. Explore Vesper’s real HUD below, the same files that run in Unity, Unreal and Godot. On desktop, play the Studio tour and take over the editor.

A guided look at Studio

The tour starts here. Take over at any time to edit the Vesper 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…

Try a small edit

Your words. Your color.

Change Vesper’s objective below. Its index.html, ui.css and ui.js update in the shared project.

Vesper · browser preview
Accent color

Edits stay in this browser tab.

Open this page on desktop to explore the complete Studio editor.

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

Gamepad navigation, localization, gameplay data, 3D views, video and debugging come with the Mako UI runtime.

Native C++. No Chromium. No WebView.

04 / Performance

Built for speed. Built for your frame budget.
Next to engine-integrated toolkits.

The Mako UI runtime is native C++, not a browser. Your HTML, CSS and JavaScript become a draw list, and your engine renders it with its own shaders, in its own frame.

UI performance · relative

Vesper, from our Unreal Engine demo, taken apart: laid out, painted into one flat list, then drawn by your renderer.

Benchmarks and methodology

05 / Integration

One UI.
Every engine.

Write the interface once. Ship it in Unity, Unreal Engine, Godot 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\":\"Secure the uplink\"}");

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 / Themes

Change one file.
Change the whole game.

A theme is a handful of design tokens in plain CSS. Swap them and every HUD, menu and screen follows, in Unity, Unreal and Godot alike.

theme.cssTactical

07 / Compare

How Mako UI
compares

Mako UI next to the UI systems built into Unity and Unreal Engine, and next to other game UI middleware.

AvailableNot includedSee note
FeatureMako UIUnity UIuGUIUnity UI ToolkitUnrealUMGCoherentGamefaceNoesisGUIUltralightWebKit fork
HTML, CSS & JavaScriptUXML / USS / C#
JS · TS to native codeNot included: No JSNot included: No JSNot included: Blueprint VMNot included: No JSNot included: JavaScriptCore
Real CSS layout: Flexbox, Grid, block, inline, tablesAvailable: Flexbox and GridFlexbox onlyFlexbox only
Figma re-sync that keeps your workImport pluginUnity AI · BetaImport pluginOne-way exportSVG artwork
Visual editor inside your engineExternal web builderStudio · Beta
AI that builds in your style (optional)Unity AI · BetaUnity AI · BetaMCP · ExperimentalMCP + referencesNot documented
Backdrop blurCustom shaderUnity 6.6+Not documented
Shared stylesheetsReusable prefabsCommonUI stylesXAML styles
Same UI in Unity, Unreal & GodotUnity & Unreal onlyUnity & Unreal onlyNot included: C++ API only

Sources for every mark

08 / 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. The Mako UI runtime, written in native C++, 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 script VM inside the Mako UI runtime, 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, Godot 4 (alpha) and custom C++ engines. Windows, macOS, Linux, iOS and Android, plus current consoles for registered platform developers under NDA. 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 Mak-O use?

Mak-O is optional: Studio and the runtime work fully without it, and it does nothing until you connect it. It uses 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. Mako Studio lives in the editor. Player builds contain the Mako UI 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, and to the Makoworks portal for Godot. Studio licenses add source code access, a source code guarantee, console builds and support. Launch pricing goes to the waitlist first.

Early access

Get Mako UI
in the next wave

Evaluation builds ship in waves. Join the list to get an evaluation 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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