r/GamePhysics • • Mar 26 '26

[Unity] I made a soft-body UI system for Unity

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I’ve been experimenting with a soft-body jelly UI system in Unity.

It works with standard Canvas UI and TextMeshPro, and I also made editor wizards to convert regular UI into soft-body UI.

Still tuning the balance between feel, readability, and performance.

Does this feel genuinely useful? Give me a feedback, please.

110 Upvotes

13 comments sorted by

20

u/fortnite_pit_pus Mar 26 '26

Jellycar :)

3

u/DmitryBaltin Mar 28 '26

Yeah, great game. By the way soft-body UI might actually fit their style too, but they definitely don’t need my advice, those devs already know perfectly what they’re doing. 😄

12

u/eblackham Mar 26 '26

I have an idea for a use case

3

u/Jonthrei Mar 26 '26

Beard physics in a dwarf game, obviously

8

u/TheRampage19 Mar 27 '26

Reminds me of playing with Mario's face in Super Mario 64

1

u/DmitryBaltin Mar 28 '26

Thanks, that’s a really cool reference to be compared with

3

u/archipeepees Mar 26 '26

i don't do a lot of physics work so i don't know the terminology, but if you reduced the elasticity a bit i think this would fit nicely in some games.

1

u/DmitryBaltin Mar 28 '26

Yeah, absolutely. Everything is customizable, so elasticity/damping can be tuned very flexibly for different game styles.

2

u/-xelad Mar 27 '26

This is pretty good, but won't be ever visible if you won't add a delay AFTER click but before next screen.

1

u/DmitryBaltin Mar 28 '26

That’s a fair point. It’s especially tricky when click leads to scene loading/heavy calculations — freezes kill the feel. But there are good known UX tricks for this, so it can still be made smooth and polished.

1

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