Unity vs PlayCanvas performance


I was browsing through this blog post, and realized it’s 4 years old now. Is it still relevant or has things changed on either unity or playcanvas end?

PlayCanvas versus Unity WebGL | PlayCanvas.


Welcome back @bjorn.syse!

Unity has reduced their WebGL runtime size down a bit but I don’t think they are doing much more work on that particular runtime.

That’s because they are working on Project Tiny (https://unity.com/solutions/instant-games) which relies on the DOTS framework. Neither of which are production ready yet.

On the PlayCanvas end, we have added Basis texture super compression (not yet released to all users) and Draco mesh compression is in development, both of which will reduce the download size even more :slight_smile:

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Aha, I see. I also see this note on Unity Mobile support when it comes to WebGL. What’s playcanvas take on that?

Note that Unity WebGL content is not currently supported on mobile devices. It may still work, especially on high-end devices, but many current devices are not powerful enough and don’t have enough memory to support Unity WebGL content well. For this reason, Unity WebGL shows a warning message when trying to load content on mobile browsers (which can be disabled if needed).

Sorry, can you rephrase?

Yes, In the note quoted above Unity state they do not support mobile browser with their WebGL, and users will also get a warning message:

This is not the official standpoint with Playcanvas at all, is it? (I’m pretty sure it isn’t, I just wanted to confirm)

We work to ensure that PlayCanvas engine works wherever WebGL is supported including mobile devices if that helps? (We still support IE 11)


Just on the weekend I tested all graphics engine examples from here: http://playcanvas.github.io/#graphics/batching-dynamic.html
on some old Sony Xperia phone from 2013, and they all worked. Few were slower, they push device more than you’d want on old devices like that, but most worked really well.