Skip to main content
EG

Evolve Game Tools

Evolve Game Tools provides a high‑performance UI engine for Unity that compiles declarative UI templates and style sheets into optimized native code, enabling data‑driven interfaces with predictable per‑frame execution. The engine offers full C# interoperability, a composable layout system, and a SIMD‑accelerated rendering pipeline that scales to thousands of UI elements with zero‑garbage collection pauses. It targets Unity developers seeking fast, modular UI without extensive boilerplate.

FranceFounded 202372K+ followers
Updated 3 months ago

Funding

Funding not disclosed

Funding rounds are not available yet.

Founders

Product

Problem

Unity developers often face performance bottlenecks and slow iteration cycles when building complex, data‑driven user interfaces, because traditional UI workflows rely on heavyweight GameObjects, extensive boilerplate code, and limited declarative tooling.

Solution

Evolve Game Tools delivers a high‑performance UI engine that integrates directly with Unity and compiles declarative UI templates and style sheets into optimized native code. The engine’s compiler translates UI definitions into per‑frame functions that run alongside regular C# code, providing predictable data flow and eliminating the need for event‑handler clutter. Seamless C# interoperability lets developers reuse existing classes, structs, enums, and members inside UI templates without additional glue code. A composable layout system, extensive style properties, and a built‑in animation framework enable rapid creation of responsive, visually rich interfaces that scale to thousands of elements per frame. The runtime leverages Unity’s Job System and SIMD instructions, delivering low‑latency rendering with no garbage collection pauses.

Target Audience

The primary customers are Unity game developers and studios that require high‑performance, data‑driven UI for dynamic games, ranging from indie teams to large‑scale AAA projects.

Features

  • Declarative templating language with a companion style sheet syntax supporting over 150 configurable properties and custom variables.
  • Full C# interoperability: any public class, struct, enum, field, method, property, or event can be referenced directly in UI templates.
  • Compiler that emits hot‑reloadable MSIL assemblies or debuggable C# code, turning UI definitions into lightning‑fast per‑frame functions.
  • Predictable data flow using declarative data binding, removing the need for scattered event handlers.
  • Composable UI elements that can be parameterized and reused like function calls, enabling modular UI construction.
  • Sophisticated layout engine based on a formal box model with stretchable axes, capable of handling thousands of elements each frame.
  • Integrated animation system supporting spring physics, tweening, curves, Bézier paths, and step functions.
  • SDF‑based rendering pipeline with support for shapes, particles, gradients, post‑processing, and custom painting logic; optimized via Unity Job System and SIMD for zero‑garbage, high‑throughput UI rendering.
  • Multithreaded asynchronous internal update loop combined with a single‑threaded user update loop for deterministic UI behavior.
  • Hot‑reload capability for UI assets, allowing developers to iterate instantly without restarting the game.
This profile is AI-generated and may contain inaccuracies.