BurstWord – High Performance Combat Text
It renders floating text without creating a GameObject for every label, uses GPU-driven animation ... RECORDED PERFORMANCE ... Reusable batch-emission API and configurable live-label capacity.
by shanflyer
Price History +
Requirements: Unity 2022.3 LTS or newer; Universal Render Pipeline; Burst; TextMeshPro/UGUI; a graphics device/API supporting GPU Instancing. Prepared with Unity 2022.3.62f3, URP 14.0.12, Burst 1.8.21 and TMP 3.0.7. Newer Unity versions use TMP integrated into UGUI. Built-in and HDRP are unsupported.
Setup: import TMP Essential Resources separately, keep Assets/BurstWord at its supplied path, then run Tools > BurstWord > Install BRG Rendering. The game camera must use Renderer Data with the enabled BurstWord ordered text feature. Do not install the Git/UPM edition alongside this Assets edition.
Backend: Auto BRG with GPU Instancing fallback. GPU animation, reusable batch emission, per-label resources, rich text and TMP font/sprite assets.
Supported OS: prepared and checked in the Windows Unity Editor. Runtime compatibility depends on the platform, graphics API and URP/backend support. Other target platforms have not been individually verified for this release.
Limitations: external shaping is required for Arabic contextual forms, Indic reordering and similar complex scripts. No native shaper or HarfBuzz binary is included. Transparent sorting is per whole label; separate renderer components do not share global sorting. Not a UGUI Graphic. Arbitrary custom TMP font shaders are not executed.
Documentation: Assets/BurstWord/README.md contains English installation, API and usage guidance. Advanced shaping reference is in Chinese. Source and issues: https://github.com/shanflyer/BurstWord
Includes two sample scenes, animations and Noto fonts with SIL OFL notices. RichTextKit Unicode algorithms/data retain Apache 2.0 notices. Package source is MIT licensed. TMP Essential Resources are an external prerequisite.
HIGH-PERFORMANCE COMBAT TEXT FOR LARGE-SCALE BATTLES
BurstWord is built for games that generate thousands of damage numbers, critical hits, healing values and status messages. It renders floating text without creating a GameObject for every label, uses GPU-driven animation, and batches rendering through BRG with GPU Instancing fallback. Keep combat feedback rich as the number of labels grows.
RECORDED PERFORMANCE
• The supplied comparison video shows BurstWord emitting 20,000 mixed-text labels per second at 90+ FPS. The traditional TMP + GameObject pool example emits 200 numeric labels per second at 40+ FPS.
• Six gallery screenshots demonstrate 2,000 labels per second across Numbers, CJK, Complex Scripts, Rich Text, Effects and Color Emoji, with recorded mean FPS rounded down to 220+, 180+, 160+, 190+, 200+ and 180+ respectively.
• The captured BRG demonstrations report one draw command and zero scene objects per text label.
These are captured demonstration results with the workloads shown; they are not a controlled same-workload speedup measurement. Performance varies with hardware, graphics API, fonts, effects and text complexity. Both the video and a static comparison screenshot are included.
DESIGNED TO REDUCE PER-LABEL OVERHEAD
• No individual GameObject, Transform or TMP component for each emitted label.
• GPU animation for position, rotation, scale, color, opacity and brightness.
• BRG rendering with automatic GPU Instancing fallback.
• Reusable batch-emission API and configurable live-label capacity.
HIGH PERFORMANCE WITH FLEXIBLE TEXT
• Use TextMeshPro font and sprite assets, font fallback chains, kerning, rich text and color emoji via sprite assets.
• Configure alignment, wrapping, screen-size scaling and transform following.
• Choose always-in-front, opaque-depth occlusion or normal scene-transparent rendering.
• Select fonts, animations and custom effect materials per label.
• Author presets with the Animation Editor and Preview tools.
Configure resources in the Inspector and emit through a C# API. Benchmark and feature sample scenes, sample animations, licensed Noto fonts and English setup/usage documentation are included.
Requires Unity 2022.3 LTS or newer and URP. Built-in and HDRP are unsupported. Complex-script shaping requires an external shaper, which is not bundled. BurstWord is not a UGUI Graphic and does not interleave among Canvas elements.
Source, documentation and issues: https://github.com/shanflyer/BurstWord