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Any reason to not consider a "web-native" engine(ie Phaser)? Just curious.


Phaser cannot do 3D games well.

Also, the Unity Asset store has so many great assets for me to use.

And 3D tools like PlayCanvas are browser based for their editor too. Desktop apps still have a massive edge in productivity.

Unity has Timeline, Cinemachine, Particle System editors which make detailed tasks possible.

Unity takes care of format shifting your assets into a compatible format, saving oodles of time.

And C# is a superior language to Javascript (never use == use ===). Visual Studio a better IDE than debug in browser


> Desktop apps still have a massive edge in productivity.

Unity editor is so crashy, bloated, slow and unreliable tho. Waiting for c# to compile drives me nuts.


Maybe for all this work they are doing...

they deserve to get some payment?


The original plan would have had the developer paying 20 cents every time someone loaded up their website. That's more than "some payment".


Yes, they deserve payment. I was never going to use them for free or try to circumvent.

Under the old system as soon as I got to $100k revenue all the developers needed a Pro license at roughly €1900 per annum.


<edit: nevermind, myopic HNers are right as always>


That's completely useless for code assets. Even for purely art assets they usually come with Unity specific things such as prefabs, particle effects etc.


Or Babylon for 3D.




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