Seeing some of the other comments reminded me that most of the work went into trimming the word lists so that it wasn't rude or randomly impossibly difficult.
Developing offline with the engine-only (https://github.com/playcanvas/engine) is obviously an option, but I wouldn't hold your breath for an offline editor.
They unlock a lot of advanced graphics techniques that are too slow to do CPU-side but work well in parallel on GPU. It's a pretty wide variety of things, but e.g. lighting, mesh manipulation, terrain, voxels, post-processing.
PlayCanvas[0] is the probably the closest "web-first" solution compared to Unity. Used by lots of Snap Games & Instant Games. It's written in JS which means that it's way smaller ~350kB for an empty scene if I recall.
It's trivial to generate "some" UVs. However, in this case there is a texture with a lighting pattern as part of the generator. Ideally the model would be unwrapped so that the correct areas of the texture correspond to the correct area of the model.
In the case of an artist working from scratch the skill is generating UVs that allow the artist to easily paint the texture and provide an even area for each part of the model. Otherwise some areas will be stretched and blurry.
Nope, that's right. There is no UV co-ordinates generated in the blender script. (Well, I think it uses world space cube for UVs, which is an option that PlayCanvas doesn't support).
I used the automatic Cube Projection unwrap in blender before exporting to FBX and importing into PlayCanvas.
https://conundrum.fun/
Seeing some of the other comments reminded me that most of the work went into trimming the word lists so that it wasn't rude or randomly impossibly difficult.