I want to duplicate this galaxy simulator in unity webgl. Here's the three.js webgl project https://github.com/andrewdcampbell/galaxy-sim It currently is built in three.js and uses about 28000 particles if I'm reading the init.js file correctly. As a start I was thinking I would just instantiate 20,000 quads with a billboard shader and gpu instancing and control their positions with an equation, but so far my experiments struggle with 1000 particles. Why is three.js able to handle this and unity webgl not able to handle it? Also I've seen some webgl demos with 100,000 particles. Unity seems to choke even in the editor if I use their built in particle system with 50K particles gpuinstancing etc, the frame rate drops to a few per second on a 2019 macbook pro.