INDEPENDENT TOOLS. MORE EXPRESSION.

Bring combat
to life.

We build focused Unity tools that help you turn gameplay events into feedback players can feel.

JLS / 001GPU DAMAGE TEXT
Colored damage, critical and healing numbers from the actual sample
SCROLL TO EXPLORE ↓UNITY TOOLS / JOYLINKSTUDIO

01 / FEATURED TOOL

VERSION 1.3.0

Every hit has
a little more to say.

Preparing for release

GPU Damage Text brings damage, healing and critical hits into your game world. One manager, configurable styles, and a rendering path built around GPU-driven text.

GPU Damage Text

BUILT-IN / URP
GPU DAMAGE TEXT / SAMPLE FOOTAGEActual Unity stress-test sample. Demonstrates dense text; this footage is not a performance benchmark.
/01

Make every number yours.

Shape motion, color, scale and fade for each feedback type. Replace the numeric atlas to match your art direction.

/02

Keep the scene simple.

Use one manager to coordinate text, rather than creating an individual UI object for every floating number.

/03

Connect to your combat.

Spawn at a world position, follow a transform, or use a local offset. Direct references and resource-provider workflows are supported.

STYLE SHEET / UNITY EDITOR

Your game. Your rhythm.

Tune the arc of a hit, the weight of a critical, and the pace of a heal. Style sheets keep the look of each feedback type together.

Unity style sheet editor showing colors and animation curves
STYLE SHEET / UNITY EDITOR

A clear starting point.

Unity

2022.3 LTS +

Import and Shader checks on 2022.3.62f3 and 6000.4.5f1.

Render pipelines

Built-in + URP

HDRP is not officially supported.

Included

Samples + docs

Setup, styling, font customization and troubleshooting.

02 / FROM IDEA TO FIRST HIT

Less setup. More play.

  1. 01

    Add a manager

    Create GameObject → JoyLinkStudio → GPUDamageText → Manager. Check the default font, material, style sheet and quality settings.

  2. 02

    Connect a hit

    Call the spawn API from your damage or healing event. Supply a position visible to your game camera.

  3. 03

    Find your feel

    Adjust your styles, then use the included sample scenes to evaluate the result on your target hardware.

C# / SPAWN A DAMAGE NUMBER
using JoyLinkStudio.GPUDamageText;
using UnityEngine;

public void ShowHit(Vector3 hitPoint, int damage)
{
    GPUDamageTextAPI.SpawnNumber(
        damage, hitPoint, DamageTextType.Damage);
}
GPU Damage Text · Runtime API

A few things to know.

Can I use my own font?

Yes. Import an atlas and generate a GPUDamageTextFontAsset using the font customization workflow. The included default atlas is numeric-focused; alphabetic and localized glyphs require your own font asset.

Is Addressables required?

No. You can start with direct asset references. Resource-provider support is available for projects with a dynamic loading workflow.

Where are the full guides?

The package includes Quick Start, User Guide, Font Customization and Troubleshooting documentation in English and Simplified Chinese. This page is a short introduction to that workflow.

03 / JOYLINKSTUDIO

Small tools.
Room for bigger ideas.

JoyLinkStudio is an independent Unity tool publisher focused on runtime rendering and combat feedback. Our current project is GPU Damage Text: a focused tool with editable styles, sample scenes and integration documentation.

HAVE SOMETHING IN MIND?

Let's make it work.

Questions about integration or compatibility? Tell us your Unity version, render pipeline, and what you're trying to build.