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I kind of used the browser restrictions as a starting point; right away I realized there are certain things that can only be done on response to user input, and that I could finagle my way around that with a game mechanic that forces players to click repeatedly. I figured pumping out some sort of watercraft was an obvious direction, which is where that core mechanic came from. I'm not sure what led me to u-boats specifically, but Silent Hunter III is one of my favourite niche old games so maybe that's part of it.

I think you mentioned that you looked at the code I was using? If it looks a little weird, that's because most of it was written in TypeScript and compiled into Javascript.

I hoped that I could outsmart the browsers with the use of plugins, so that everything runs from unity natively without any extra code. Turns out the Browsers outsmarted my outsmarting. I will have to go back to the roots, but the experiment was not a loss. Popup warnings are still annoying, they can be used.

Javascipt is still javascript, compiled or not unless you minimize it like unity does I can read it quite comfortably.

The Silent Hunter Series is indeed very good! I have yet to see a modern game that lets you destroy ships in such a satisfying way. Sure there are u-boat games out there, but none rip a destroyer in half in a glorious blaze with sailors flying in all directions. Perhaps one day my lust for blood and destruction can be satiated.