Web deployment
How the engine reaches a browser, and what that costs you in shipping size, startup time, and integration with the rest of your web stack.
| Meep Web-native | Unity Cross-compiled | Unreal Engine Cross-compiled | |
|---|---|---|---|
| Runtime architecture | Native JavaScript Runs in the browser as JS; no cross-compile step. | C# → IL2CPP → WASM 8 Cross-compiled. Game logic runs as WebAssembly, not native JS. | ✗ 14 No production web target. The HTML5 backend was deprecated in 4.24; the new 5.6 'for Web' project is experimental and not recommended for shipping. |
| Minimal bundle size ⓘ | ~150 KB 1 ,2 | ~5–15 MB 9 Compressed minimum for a near-empty build. | ✗ 14 No production web build to measure. |
| Tree-shaking ⓘ | ✓ 2 Per-file ES modules, dead code drops cleanly. | ◐ Code stripping at build, but the runtime is monolithic. | ✗ Monolithic native runtime. |
| Asset streaming ⓘ | ✓ AssetManager streams lazily by URL. | ✓ Addressables system; requires explicit setup. | ✗ 14 Native asset streaming exists, but with no production web target it doesn't reach a browser. |
| HTML / CSS / JS interop ⓘ | Native Game is a JS module; share the DOM, CSS, fetch, anything. | Bridged JS↔C# via SendMessage / .jslib — not native cohabitation. | ✗ 14 No stable web build to interop with. |
| Native browser DevTools ⓘ | Full Set breakpoints in gameplay code, inspect entities in Sources. | Limited Source maps land in IL2CPP-emitted C++, not your C#. | ✗ 14 No production web build to debug. |
| Mobile web | ✓ | ◐ Runs, but bundle and memory are heavy for mobile browsers. | ✗ |