[RELEASE] CraftCards - I got tired of Canvas UI jitter, so I built a Card Framework with custom physics and Holographic shaders

Hi everyone,

I recently released my first tool on the Asset Store called CraftCards .

Like many of you, I’ve spent countless hours fighting Unity’s Canvas. Trying to make a Card UI that feels truly “physical” often leads to frustrating issues: the dreaded “UI jitter” when dragging cards quickly, layout math breaking when the screen resolution changes, or custom shaders completely ignoring RectMask2D and bleeding out of ScrollViews.

I decided to sit down and solve these foundational architecture issues from scratch so I (and hopefully other solo devs) wouldn’t have to rewrite this boilerplate for every prototype.

How I tackled the main technical issues:

1. Zero-Jitter Physics (Visual Target Architecture)
To stop the Raycaster from fighting the mouse during fast drags, the system separates the logical hitbox from the visual graphics. The hitbox snaps to the pointer (using Plane Raycasting to support Overlay, Camera, and World Space modes flawlessly), while the visual child interpolates smoothly.

2. Holographic UI Shaders
I wrote custom additive shaders specifically for the Canvas. By keeping the Stencil buffer properties intact, you can create Rainbow, Glitch, or Foil effects that actually respect UI Masks.

3. Resolution-Proof Layouts (Arc & Linear)
The HandManager calculates all the trigonometry in local space and uses transform.TransformPoint() to convert it. This forces the coordinates to respect the CanvasScaler, keeping the arc perfectly proportional whether you are on a 4K monitor or a mobile screen.

4. Editor Workflow
I hate messy inspectors, so I built custom editors using GUI.DrawTexture to render a Live Preview of the cards directly in the Inspector (so you don’t have to hit ‘Play’ to test visuals). It also includes Rarity Profiles, Auto-Keyword text formatting, and 1-click physics presets.

The entire package is highly optimized and sits at less than 1MB .

Asset Store Link: [Here]


A quick personal note:
Today is the last day of the month, and looking at my publisher dashboard, I am literally $0.23 away from hitting my very first $250 payout threshold as an indie tool dev! :sweat_smile:

If anyone happens to be prototyping a Deckbuilder or TCG right now and wants to skip the UI programming headache, grabbing it today would literally make my month!

Otherwise, I’m super happy to answer any technical questions about UI shaders, Canvas scaling math, or custom inspectors if you guys are struggling with similar issues.

Cheers! :clinking_beer_mugs: