Stop shoving Unity’s C# bloat into a browser tab. Every loading bar flips the user off. The industry chants “fidelity for ubiquity” while shipping 200MB Wasm blobs that choke mobile browsers. That’s not a strategy. That’s self-harm. We’re killing the web’s only real advantage, instant access, just to protect desktop habits.
The fix is not an optimization. It’s abandonment. Drop the native-to-web porting fantasy. Kill the bridge. Every hour spent trimming a massive engine wrapper is self-deception. Unity project sizes are up 67% since 2022. That’s rot, not progress. Web-first stacks like PlayCanvas and Needle Engine already proved the point. Native web logic wins. Period. They cut VRAM by 6x by choosing textures at runtime. DXT on desktop. PVR on iOS. ETC1 on Android. Direct. Fast. Ruthless.
The “Loading Bar of Death” is a choice. We chose it when we baked ad-tech junk like LevelPlay and Tapjoy straight into the runtime. That anchor drags everything down. You don’t fix web monetization by wrecking performance. You just chase users away faster. A quarter of devs already think the web has no viable marketplace. They’re not paranoid. If a game needs thirty seconds to load a ten-second session, the bounce is guaranteed.
WebGPU won’t save you. Low-level access means nothing if the first download trips a data-cap warning. The web runs on seconds. Three blinks or you’re gone. Build web-native or accept reality. You’re making ghost ships. High fidelity. Zero players. Interactivity only matters if it arrives. No more blobs. No more lying to ourselves.
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