Switching from Unity 3D to RSX Engine?
This is the Figma moment for 3D.
RSX Engine delivers the realtime 3D features and rendering quality teams expect, then replaces local-project, check-in and merge-heavy workflows with a live cloud-native workspace your team can open in the browser or on desktop.
RSX Engine vs. Unity 3D
Unity is a mature realtime 3D engine. RSX Engine reaches into the same core production territory, then changes the collaboration model entirely — the project is a live shared workspace instead of a collection of local workspaces that need to be synchronized.
| Feature | Unity 3D | ![]() ![]() |
|---|---|---|
| Collaboration & Project Model | ||
| Realtime Multi-User Scene Editing? | ✗ Missing | ✓ Available |
| Live Simulation with Multiple Editors | ✗ Missing | ✓ Available |
| Full Editor in the Browser | ✗ Missing | ✓ Available |
| Cloud-Native Projects? | ✗ Missing | ✓ Available |
| Join a Project with a Link | ✗ Missing | ✓ Available |
| Automatic Cloud Asset Versioning | ✗ Requires Version Control Software | ✓ Available |
| Instant Change Propagation | ✗ Missing | ✓ Available |
| Collaboration Without Checkouts / Check-ins | ✗ Missing | ✓ Available |
| Realtime Project Discussions | ✗ Missing | ✓ Available |
| Role-Based View / Edit / Deploy Access | ✗ Missing | ✓ Available |
| Org-Wide Project References | ✗ Missing | ✓ Available |
| Project Templates | ✓ Available | ✓ Available |
| Engine & Rendering | ||
| Cinematic Rendering Quality | ✓ Available | ✓ Available |
| Physically Based Rendering | ✓ Available | ✓ Available |
| Global Illumination | ✓ Available | ✓ Available |
| Reflections, Depth of Field & Volumetrics | ✓ Available | ✓ Available |
| Hierarchical Mesh Destruction | ✗ Missing | ✓ Available |
| Double-Precision World Coordinates | ✗ 32-bit Transform | ✓ Available |
| AI Assistant | ✓ Available | ✓ Available |
| Node-Based Materials | ✓ Shader Graph | ✓ Carbon Materials |
| No-Code / Visual Programming | ✓ Visual Scripting | ✓ Carbon Logic |
| Animation, IK & State Machines | ✓ Available | ✓ Available |
| Morph Shapes and Vertex Animations | ✓ Available | ✓ Available |
| Rigid Body Physics | ✓ Available | ✓ Available |
| Soft Body / Cloth Physics | ~ Requires Add-Ons | ✓ Available |
| Node-Based AI Agents | ✗ Missing | ✓ Carbon Agents |
| Editor Extensions & Plugins | ✓ Available | ✓ Available |
| Programming | C# | TypeScript |
| In-Engine Compilation & Hot Reloading | ✓ Available | ✓ Available |
| Effect Volumes and Post-Processing Materials | ✓ Available | ✓ Available |
| Native Plug-ins | ✓ Available | ✓ Available |
| Asset Pipeline & Cloud | ||
| Built-in 3D Optimization | ~ Requires Add-Ons | ✓ Built-in ![]() ![]() |
| Native CAD Import & Tessellation | ~ Requires Pixyz | ✓ Built-in ![]() ![]() |
| Digital Asset Management | ~ Requires Unity Asset Manager | ✓ Built-in ![]() ![]() |
| Generative AI | ✓ Available | ✓ Available via ![]() ![]() |
| Cloud-Based 3D Asset Processing | ✗ Missing | ✓ Available via ![]() ![]() |
| Instant Web Deployment | ✗ Missing | ✓ Available |
| Platforms | ||
| Editor on Windows | ✓ Available | ✓ Available |
| Editor on macOS | ✓ Available | ✓ Available |
| Editor on Linux | ✓ Available | ~ Via Browser |
| Editor in the Browser | ✗ No | ✓ Available |
| Web Deployments | ✓ Available | ✓ Available |
| Native Desktop Deployments | ✓ Available | ✓ Available |
| Mobile Deployments | ✓ Available | ~ Soon |
| Console & XR Deployments | ✓ Available | ~ Soon |
| Licensing Options | ||
| Free Tier | ✓ Available | ✓ Available |
| No Royalties or Runtime Fees | ✓ Yes | ✓ Yes |
| Professional Plan Price | ~ $210/mo per seat | ✓ $19/mo for 5 seats |
| Team Plan Price | ~ $210/mo per seat | ✓ $25/mo per seat |
| Industry / Enterprise Plan Price | ~ $450/mo per seat | ✓ $50/mo per seat |
| Same Licensing for Games & Non-Game 3D | ✗ Unity Industry Rules Apply | ✓ Yes |
| Private Cloud Hosting | ✗ No | ✓ Enterprise |
The Figma model, built for realtime 3D.
The biggest RSX advantage is not another renderer checkbox. It is removing the friction between people, machines, files and builds while keeping the engine capabilities needed for serious 3D production.
Multiplayer Editing Is the Default
Artists, engineers and stakeholders can work in the same project and scene in realtime. Changes propagate immediately instead of waiting for check-ins, pulls, merges or scene handoffs.
Explore RSX EngineThe Browser Is a Full Editor
Open the same RSX project in a browser or on the desktop. Share access with a link and remove the workstation, installation and project-copy friction that traditional editors assume.
View the feature overviewThe Project Lives in the Cloud
Automatic cloud asset versioning, project permissions, references and shared access are part of the project model itself — not separate infrastructure teams must bolt onto a local editor.
Create your first projectNo Compromise on the Engine
Cinematic rendering, ray tracing, physics, animation, IK, state machines, navigation, node-based materials and extensible scene logic keep RSX in the same serious production conversation as established engines.
Explore RSX featuresBuilt for Modern Developers
Use native TypeScript with in-engine compilation and hot reload, build no-code systems with Carbon Logic, create node-based materials and extend the editor with plugins and custom resources.
Explore the code referenceThe Abstract Pipeline Is Already Inside
Optimize high-poly and CAD data with InstaLOD, manage and generate assets through Polyverse, process data in the cloud and deploy directly to the web without assembling a separate vendor stack.
Explore RSX EngineLeave the local-project workflow behind in 4 steps
Don't recreate every Unity convention one-for-one. Move one representative vertical slice first and use the switch to remove the synchronization and collaboration overhead that RSX was designed to eliminate.
Create an RSX Cloud Project
Start a new project from RSX Engine and choose the project or template that best matches your use case. The shared cloud project becomes the workspace from day one.
Create your first projectBring in a Representative Scene
Import a real slice of your Unity content. Bring over meshes, materials and animations, then use the integrated InstaLOD pipeline where source assets need optimization or CAD tessellation.
Explore the feature overviewRebuild Logic with TypeScript or Carbon
Move the important gameplay and application logic from C# into native TypeScript or Carbon Logic. Use hot reload to iterate while the project stays open and collaborative.
Explore the code referenceInvite the Team and Deploy
Share the live project instead of distributing project copies. Collaborate in realtime, give stakeholders the access they need and publish web or native deployments from the same project.
Explore RSX EngineReady for the Figma moment in realtime 3D?
Keep the engine features. Replace isolated local projects, synchronization overhead and heavyweight handoffs with a live collaborative workspace that runs in the browser and on the desktop.
Nobody else has the full stack.
Your competitors are still assembling their pipeline. You're already shipping.
Everyone else is stitching together six different vendors, wrestling with format conversions, and praying the handoffs don't break. Abstract is the only platform where optimization, materials, collaboration, and delivery were built as one system from day one.
No glue code. No integration nightmares. Just a pipeline that actually works.
Join the conversation.
Connect with developers, artists, and studios. Get help, share your work, and shape the future of the platform.
Forum
Browse tutorials, feature requests, and in-depth technical discussions.
Documentation
Comprehensive guides, API references, and getting-started resources.
YouTube
Watch tutorials, deep dives, and livestreams from the team.
Discord
Chat with fellow developers, get real-time help, and share your work.
X
Follow for product news, tips, and community highlights.
Stay updated on company news, careers, and industry insights.


