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GrowBlocks vs Unity 6 WebGL: the same game built in both engines

By Shama, GrowBlocks ยท 17 October 2026

SHORT ANSWER

For a 3D game that lives on the web, GrowBlocks came out ahead. The same game downloads 6.3 to 7.7 MB on GrowBlocks against 17.5 MB as a Unity 6 WebGL build, a change is playable after a page reload instead of a 7 to 11 minute web build, and multiplayer, hosting, player accounts and a game economy come with the engine.

Unity is still the stronger choice for console and native mobile games, and for teams who work in its editor.

I started building BLOCKBLADE, a sword adventure on GrowBlocks, on a Friday. By the end of the day it was playable: a chibi knight, goblin camps, ruins on a hill, combos, parries and rolls.

Then I got curious. Everyone is saying Unity 6 plus an AI model is the new way to build games. Would our game be better in Unity? I didn't want to guess, so I rebuilt BLOCKBLADE in Unity 6 with the same models and the same rules, played both in the same browser, and measured everything.

Same game, same models, same browser. Left: Unity 6 WebGL. Right: GrowBlocks.

1. Players download less than half

The Unity 6 WebGL build of BLOCKBLADE weighs 17.5 MB. The GrowBlocks version weighs 6.3 to 7.7 MB, engine included. The Unity engine file alone (6.8 MB) is about the size of our whole game.

Download to play: Unity 6 WebGL 17.5 MB (engine 6.8 MB) against GrowBlocks 6.3 to 7.7 MB (engine, three.js and Rapier 1.4 MB)

Both were measured in Chrome with an empty cache, from opening the link until the game was playable. On a phone on mobile data, that is the difference between a player who stays and a player who closes the tab. Unity even had the easy route: its build was served from a local PC, while GrowBlocks loaded its engine over the internet.

2. Every Unity test costs 7 to 11 minutes

To see a change in the browser, Unity compiles C# to C++, then to WebAssembly, then compresses it. Our three web builds took 7, 9 and 11 minutes. A one-line fix to how the knight holds his sword cost the same as a new level.

On GrowBlocks there is no build step: save the file, reload the page, play. Over a day, that is the difference between trying five ideas and trying fifty.

From a change to playable: Unity 6 WebGL 7 to 11 minutes per web build, GrowBlocks 0 minutes, save and reload

3. Unity is built for an editor. GrowBlocks is built for an AI.

Unity lives in its editor. To let an AI assistant work on the Unity version, we had to close the editor and run Unity in batch mode, one script at a time, waiting minutes between steps.

The GrowBlocks Dev Kit was made for AI assistants from day one. Every game folder ships with the full API written for a model (llms.txt), instructions agents read by themselves (AGENTS.md, CLAUDE.md), a checker that plays the game headless and returns a screenshot, and an MCP server that can push a test build and submit it for review. BLOCKBLADE was built by an AI assistant from the first line.

4. The same models needed a whole pipeline in Unity

On GrowBlocks, a model goes in as it comes out of the AI art tools. In Unity, the same files needed work before they even looked right:

None of it is hard for a Unity veteran. All of it is time spent before the game gets any better.

5. An engine is only the start

This was the biggest finding. Unity gave us a game. GrowBlocks gave us a game that already has players, multiplayer and an economy.

Unity 6 WebGLGrowBlocks
Rendering, physics, animationIncludedIncluded (three.js r186, Rapier)
Multiplayer roomsAdd a networking package and a hostBuilt in: gb.net.join(), up to 16 players
Player accounts and walletsAdd a backend serviceBuilt in
Hosting and a test linkHost the build yourselfOne command: npx growblocks push
Game economy (NFTs, coin, 70% of fees)Not part of the engineBuilt in (testnet today)
Parts that pay their authorsAsset Store: sold onceBlocks: earn from every live game that uses them
AI decisions inside the gameBring your own model and keygb.ai (Sage), no key to manage
Made for AI assistantsEditor firstCLI, MCP server and a headless checker

In Unity, each of those is a separate package, service, host or bill.

The revenue share is live on Robinhood Chain testnet only, paid in tPLAY test credits. It is not real money yet.

6. Thanks to Unity, we found a bug and fixed it

Playing both on a 144 Hz monitor, our knight felt sluggish. So we measured. On fast screens he ran at half speed and jumped half as high, because his movement read from physics that only updates 60 times a second. Every test machine before ran at 60 Hz, so nobody saw it.

We fixed it the same day: full speed and full jump at 60, 144 and 240 fps, with smoother animation for the knight and the goblins. That is the value of a fair test. You learn where you are strong, and you fix where you are not.

Where Unity is still the better choice

Unity is a great engine for console and native mobile games, for large teams who work in its editor, and for games that must ship to Steam or the app stores. The engine is licensed for games published on GrowBlocks only. You cannot export a GrowBlocks game to Steam, an app store or your own server, and you cannot self-host the engine. Your game code and art stay yours (terms).

What we took away

Unity is still a great engine for console studios. For the games the web is waiting for, GrowBlocks is the better tool.

Questions people ask

Is Unity 6 WebGL good for browser games?
It works, but in our test the same game was 17.5 MB as a Unity 6 WebGL build against 6.3 to 7.7 MB on GrowBlocks, and each Unity web build took 7 to 11 minutes. For browser-first 3D games, a web-native engine loads faster and iterates faster.
How big is a Unity 6 WebGL build?
Our 3D sword game was 17.5 MB in total, of which the Unity engine file alone was 6.8 MB, measured in Chrome with an empty cache. The GrowBlocks engine with three.js and Rapier was 1.4 MB.
Can I use the same 3D models in GrowBlocks and Unity?
Yes. GrowBlocks loads GLB models directly, including rigged characters, with no conversion step. Unity needed them converted through Blender first. The same models were used in both versions of BLOCKBLADE.
Can I export a GrowBlocks game to Steam or mobile like Unity?
No. The GrowBlocks engine is licensed for games published on GrowBlocks, which run in the browser on PC and phone. If you need Steam, console or app-store builds, Unity is the better fit.

Try it in five minutes

npx growblocks new my-game
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