Loom and Coherent Gameface both let you build game UI with HTML, CSS and JavaScript. Gameface is a mature, engine-agnostic middleware with a long track record in AAA games. Loom is a newer framework focused specifically on Unity, built around a TypeScript-first workflow, hot reload and two purchase paths. If you need a proven multi-engine solution, Gameface has the history; if you are a Unity team that wants modern web tooling and a Unity-specific licensing option, Loom is built for that.
Where Coherent Gameface is strong
Gameface has been the reference point for web-based game UI for over a decade, and it earned that position.
- A long production track record. It has shipped in many large, well-known titles across studios.
- Engine-agnostic. It targets Unreal Engine, Unity and custom C++ engines, which matters if your studio works across more than one.
- A mature support organisation aimed at large teams and enterprise procurement.
For a large studio that needs a battle-tested UI layer across several engines, that history is hard to argue with.
Where Loom is different
Loom is newer and narrower on purpose. It does fewer things, and the things it does are pointed squarely at Unity teams.
- Unity-native focus. Loom's install, editor tooling and documentation all assume Unity, rather than treating it as one target among several.
- A TypeScript-first workflow. The bridge between game and UI is typed and generated from your C#, so renaming a field surfaces as a compile error, not a runtime surprise.
- Hot reload. Save a UI file and the change shows in Play mode in under a second.
- Two licensing paths. Individual developers can buy a perpetual seat through the Unity Asset Store. Teams can request a 12-month Studio license with support included.
Loom 1.0 is deliberately Unity-only. Unreal Engine and Godot adapters are not included.
Loom vs Coherent Gameface, side by side
| Coherent Gameface | Loom | |
|---|---|---|
| Maturity | Established; over a decade in production | New commercial product |
| Engine support | Unreal, Unity, custom C++ engines | Unity only |
| Focus | Cross-engine middleware | Unity-native framework |
| UI technology | HTML, CSS, JavaScript | HTML, CSS, TypeScript |
| Game ↔ UI integration | Data and event bindings | Typed, generated C#-to-TypeScript bridge |
| Pricing model | Quote-based — contact sales | Asset Store seat or Studio license |
| Typical customer | Large and AAA studios | Indie to mid-size Unity teams |
Which should you choose?
Coherent Gameface fits if…
- You ship on more than one engine, or expect to.
- You are a large studio and a long AAA track record is a procurement requirement.
- Quote-based enterprise pricing and sales-led onboarding suit how your studio buys software.
Loom fits if…
- Your project is on Unity and you want tooling built for it, not adapted to it.
- Your team works in TypeScript and wants a typed bridge and hot reload.
- You want to buy one seat through the Unity Asset Store.
- Your studio wants a 12-month team license with support.
Both products solve the same core problem: game UI is easier to build with web technology than with engine-native widgets. The difference is breadth versus focus, and how you prefer to buy.