Sinan Ata's open-source Unity 6 toolkit can now place interactive UI on 3D surfaces and apply shader materials to its existing components.
Recent releases added world-space support, a material FX pipeline, and a new font importer.
A Unity update made world-space support possible. Each section uses a PanelRenderer and world-space PanelSettings to place a panel on a 3D surface, while keeping the same UXML and USS files as the screen-space UI.
The
live demo presents this as a walkable gallery, with the panels hanging on the corridor walls. Users can interact with the buttons, text fields, dropdowns, drag-and-drop demos, and theme controls.
Version 1.5.0 added a material FX pipeline for UI Toolkit elements. The pipeline uses style.unityMaterial to apply a custom material to the element's background, borders, and text glyphs.
The shader runs on the original element, so button labels can still change at runtime. The layout, hit testing, focus, and accessibility continue to work.
The included Blueprint family makes the interface look like a drafting sheet, with linework and engraved lettering. Developers can use it as a reference to create materials such as wood, metal, or glass.
When the material is applied to a full interface, the role mapper treats panels as surfaces, raises the buttons and tabs, and recesses the inputs and slider tracks.
The body text stays solid, while the headings can be engraved.
The hover, press, and entrance animations share a single global clock. Each event stores its start time and duration, then the shader calculates the motion without a separate update loop for every element.
Each skinned element adds one draw call, so materials are meant for selected surfaces, not the entire interface.
In WebGL, Unity's native world-panel path ignores per-element materials. The demo renders each panel to a RenderTexture on a quad, while the Editor and native builds use PanelRenderer directly.
The Google Fonts importer searches the catalog, creates FontAssets for the selected weights and a stylesheet, and also accepts local .ttf and .otf files.
For variable fonts, it reads named weight instances that Unity's Font Asset Creator may not expose. It also handles fallback chains and text shaping for scripts that require it.
Sinan originally created the design system for
Leap of Legends. The game is now available for free on PC, Mac, and mobile, with cross-play across all platforms. Its menus, HUD, lobby, and store screens
all use the open-source toolkit.
You can try the updated design system or follow Sinan's work through the links below:
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