A JavaScript ecosystem for making games
Write in JS, deploy everywhere via Unity.
import { render, Button } from "onejs-react"
import {
GameObject, PrimitiveType, Random, Rigidbody, Vector3
} from "UnityEngine"
function dropBall() {
const ball = GameObject.CreatePrimitive(PrimitiveType.Sphere)
ball.transform.position = new Vector3(Random.Range(-2, 2), 6, 0)
ball.AddComponent(Rigidbody)
}
render(<Button text="Drop Ball" onClick={dropBall} />, __root)TutorialsDocs
NameplatesDrive a 3D scene from JS and pin live nameplates on every character.
InventoryDrag-and-drop game UI with typed slots, smooth motion and live theming.
Steam ChartsA data app with fetch, async React state and vector bar graphs.
ThemingBuilt-in themes, your own brand theme, and the premade theme packs.
What we maintainGitHub
- OneJS3.9.18The Unity package. Runs TypeScript and React in Unity, on QuickJS or the browser's own engine.
- onejs-react0.4.6The React 19 renderer for Unity's UI Toolkit.
- onejs-ui0.0.6Themeable components for OneJS apps.
- onejs-unity0.11.3Build plugins: USS, CSS modules, Tailwind and imports from C#.
- onejs-sl0.9.3A small shader language, compiled to HLSL, WGSL and GLSL ES.
- unity-types6000.5.5TypeScript types for Unity 6000.5.
- ojplay0.16.0OJPlay from the terminal: build, run and test games.
- UnityMCP1.2.0Lets AI assistants work in the Unity editor, over MCP.
OJPlay alphaAll games
Fortnite HUDA Fortnite style HUD: shield and health bars, an inventory bar, and a panning minimap.
Overwatch HUDAn Overwatch style HUD: a segmented health bar, an ultimate meter that crackles when full, and abilities on cooldown.
On JuiceboxMore
- As investors ask about GTA 6 and AI, Take-Two CEO once again puts faith in dev creativity, states making hit games "remains the purview of human beings" eurogamer.net
- Skydance Lays Off Game Developers Post-Warner Bros. Merger kotaku.com
- Claude Fable 5.2 built a playable Gears of War clone in Unreal Engine from a 3-line prompt, complete with enemy AI, cover mechanics and active reloading. After testing it with over 100 billion tokens, Matthew Berman calls it “by far the best model” he’s ever used. reddit.com
- A week after expanding its publishing division, Killing Floor studio Tripwire Interactive lays off 36 people pcgamer.com
- Indie Game Development with AI sandromaglione.com