Game Development · head to head
PlayCanvas vs Three.js

PlayCanvas
Game Development
Cloud-based WebGL game development platform
- From
- Free
- Rated
- -
The short version
- Each has a real cost: PlayCanvas private projects require a paid plan; the Free plan only allows public projects; Three.js forward rendering pipeline only, no deferred rendering support
- They diverge on capability: PlayCanvas covers Cloud-based editor, Three.js covers Scene graph.
- Prices and features above were last checked on 30 August 2026.
Where they differ
Only the attributes on which PlayCanvas and Three.js actually diverge.
| Attribute | PlayCanvas | Three.js |
|---|---|---|
| Pricing model | freemium | free |
| Platforms | Web, Mobile | Web, macOS, Windows, Linux, iOS, Android |
| Category | Game Development | AR VR |
| Founded | 2013 | 2010 |
Identical on both: starting price (Free), free tier (Yes), user rating (Not yet rated).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in PlayCanvas
- Cloud-based editor
- Real-time collaboration
- Physics engine
- Visual scripting
- Asset library
- Version control
- Instant deployment
- GitHub
Only in Three.js
- Scene graph
- Materials system
- Animation system
- WebXR
- Post-processing
- Physics
- Loaders
- Webgl support
Both cover
- WebGL rendering
- Web support
What people use each for
The jobs each tool is most often brought in to do.
PlayCanvas
- Building WebGL games and interactive 3D that run in a browsernot Three.js
- Browser based collaborative 3D editing across a teamnot Three.js
- Web AR and VR experiences, product configurators and playable adsnot Three.js
Three.js
- VR Gamingnot PlayCanvas
- AR Marketingnot PlayCanvas
- Virtual Trainingnot PlayCanvas
- 3D Visualizationnot PlayCanvas
- Immersive Experiencesnot PlayCanvas
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
PlayCanvas
- Private projects require a paid plan; the Free plan only allows public projects
- The Free plan is capped at 1GB of storage, Personal at 10GB and Organization at 50GB
- Personal costs $15 per month and Organization costs $50 per seat per month
- Team management is only available on the Organization plan
- Private projects become locked and inaccessible if the subscription is cancelled, unless they are made public
- There is no formal educational discount
- There is no self serve trial of the Personal or Organization plan; an upgrade code must be requested from sales
Three.js
- Forward rendering pipeline only, no deferred rendering support
- No built-in collision detection or spatial indexing, requiring external physics libraries
- WebGL dependency means no support for non-WebGL environments
Pricing, plan by plan
PlayCanvas
Free- FreeFree
- 1GB storage
- Unlimited public projects
- Free app hosting
- Personal$15/month
- 10GB storage
- Unlimited private projects
- REST API access
- Organization$50/per seat/month
- 50GB storage
- Team management
- Full feature access
Three.js
Free- FreeFree
- Full library
- WebXR module
- Examples
Which should you pick?
Choose PlayCanvas if
- You need cloud-based editor.
- You want to start without paying.
- You work on Web, Mobile.
- You also want real-time collaboration.
Choose Three.js if
- You need scene graph.
- You want to start without paying.
- You work on Web, macOS, Windows, Linux, iOS, Android.
- You also want materials system.
Questions people ask
- Is PlayCanvas or Three.js better?
- Neither clearly leads. PlayCanvas starts at Free and Three.js at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, PlayCanvas or Three.js?
- PlayCanvas starts at Free and Three.js at Free.
- Does PlayCanvas or Three.js run on more platforms?
- PlayCanvas runs on Web, Mobile. Three.js runs on Web, macOS, Windows, Linux, iOS, Android.
- Can I use PlayCanvas for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is PlayCanvas best used for?
- PlayCanvas is most often used for building webgl games and interactive 3d that run in a browser, browser based collaborative 3d editing across a team, web ar and vr experiences, product configurators and playable ads. Of those, building webgl games and interactive 3d that run in a browser and browser based collaborative 3d editing across a team are not what Three.js is typically brought in for.
- What can PlayCanvas do that Three.js cannot?
- PlayCanvas covers Cloud-based editor, Real-time collaboration, Physics engine, Visual scripting. Three.js covers Scene graph, Materials system, Animation system, WebXR. Both handle WebGL rendering, Web support.
Answered from the vendors’ own pages
PlayCanvas: How much does PlayCanvas cost?
PlayCanvas is free to start with 1GB storage and unlimited public projects. Personal plans cost $15/month with 10GB storage and unlimited private projects. Organization plans are $50 per seat/month with 50GB storage and team management features.
SourceThree.js: Is Three.js free to use?
Yes. Three.js is released under the MIT license, an open-source license that permits unlimited commercial and personal use with no licensing fees.
SourcePlayCanvas: Does PlayCanvas have a free version?
Yes, PlayCanvas offers a free plan with 1GB storage, unlimited public projects, and free app hosting. Private projects and additional storage require a paid subscription.
SourceThree.js: Does Three.js include physics simulation?
No. Three.js is a rendering library only. Physics, collision detection, and spatial indexing must be implemented with external libraries like Rapier, Ammo, or JoltPhysics.
SourcePlayCanvas: What happens to my projects if I cancel my PlayCanvas subscription?
Private projects become locked upon subscription cancellation unless you switch them to public. Public projects remain accessible and editable.
SourceThree.js: Can I use Three.js for offline development?
Yes. Local development requires a local web server for CORS compliance. You can use npm with a build tool like Vite, or run a local Python server for development.
SourceThree.js: Does Three.js support WebXR for VR/AR?
Yes. Three.js documentation includes WebXR APIs for building VR and AR experiences in web browsers.
SourceRelated pages
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- Three.js vs DragonBones
- Three.js vs Aseprite
- Three.js vs Lumberyard
- Three.js vs Cascadeur
- Three.js vs Mixamo
- Three.js vs jMonkeyEngine
- Three.js vs Phaser
- Three.js vs Armory3D
- Three.js vs Cocos Creator
- Three.js vs CryEngine
- Three.js vs Bevy
- Three.js vs Buildbox
- Three.js vs Clickteam Fusion
- Three.js vs Cocos2d-x
- Three.js vs Babylon.js
- Three.js vs A-Frame
- Three.js vs WebXR Device API
- Three.js vs Mozilla Hubs
- Three.js vs Tilt Brush
- Three.js vs Unreal Engine VR
- Three.js vs Frame VR
- Three.js vs 8th Wall
- Three.js vs Lens Studio
- Three.js vs Vuforia
- Three.js vs TikTok Effect House
- Three.js vs Quill
- Three.js vs Virbela
- Three.js vs Gravity Sketch
- Three.js vs Instagram AR Effects
- Three.js vs Magic Leap 2
- Three.js vs Masterpiece VR

