Great post. I coach my son’s club and school teams. 4 practices + games each week. A huge commitment but pays off in so many ways. Good for you for volunteering!
All the major Canadian airports also have the US customs and immigration on-site. You go through it as part of the standard airport security process and then the airplane goes to a domestic terminal when it lands, as if the flight had originated within the US. You get off the plane, grab your luggage and leave, no additional lines, security, talking to officials, etc.
The only European airport that does this is Dublin, last I checked.
You can use eGates in the UK, same as me as a British citizen (as long as your passport's new enough, probably all of them by now) - that covers it doesn't it? Otherwise I'm not clear what 'pre-clearance' is skipping? Painless for me into Canada too.
Americans can _often_ use eGates into the UK - but the same set of exemptions apply as to British citizens using them. For example, if you're traveling with children under 10, you can't.
However, as others have pointed out, this isn't what pre-clearance is. It's more akin to clearing French passport control and customs in Dover or rather than Calais, and can make the trip substantially shorter than it might be otherwise.
When I still lived in the UK, I found it quicker and more pleasant to fly from Heathrow (or Bristol) to Dublin and then on to the US having cleared immigration during the layover. It's also quite a bit cheaper when you fly from the UK in a premium cabin since Ireland doesn't have the egregious air passenger duties that the UK does.
The portion of Dublin airport that has flights to the US is officially American soil. You deal with customs in Dublin airport, and then arrive to a domestic terminal at your US destination. It's very helpful.
I was pointing out the convenience of the process that may cause Canadians to enjoy flying to the US on holiday.
If you fly from London to Manchester, what happens when the plane lands? You get up and walk away, right? If you fly from London to Dubai, wouldn’t it be nice if you could just get up and walk away once the plane lands? Aren’t you tired of waiting in lines and ready to just fall into your hotel bed? Canadians can do that if they are flying to Miami or Los Angeles, but not Cabo San Lucas.
You could do this too if you flew from Dublin to New York, but not if you chose London to New York or Paris to New York.
Thanks!! Some more info on the implementation, I also have some posts on Linkedin showing the journey and sadly the need to pivot away from Supabase' Realtime for most of the gameplay
Initially Supabase was running EVERYTHING over their Realtime and Presence features, however things started to scale quite badly when it comes to the cost. Their pricing model on Realtime just isn't sustainable with a realtime game like this, sadly, so I had to pivot over to using Photon for the realtime messaging however still use Supabase for everything else.
- Database
- RLS
- Functions
- Auth
I then have a custom hook set up with Photon -> Supabase to ensure when players are trying to connect to the Photon Engine the Photon Engine checks back to ensure they are authenticated users.
I would have loved to have had everything running through Supabase like it was initially as it would have been a great use-case for them, but sadly with as little as 1,000 players per month it would have meant charging users at least $1.5 a month just to run with only about 2 hours of gameplay day each.
More info:
The issue: message-based billing. Real-time games are incredibly chatty:
- 8 players sending position updates at 10Hz = ~80 messages/second
- Add shooting, health, abilities = ~200-400 messages/second
- 1 hour of gameplay = ~1.4 million messages
Supabase free tier: 2M messages/month. We'd hit the limit in 90 minutes. On Pro tier ($25/mo base + $0.01 per 1000 messages):
- 100 concurrent players, 2hr sessions = ~150M messages/month
- Cost: ~$1,500/month
Photon charges by CCU (concurrent users), not messages:
- 100 CCU = $95/month flat, unlimited messages
- 16x cheaper for game workloads
What stayed on Supabase:
- Auth (perfect for this)
- Persistent data (player stats, leaderboards)
- ~1000 reads/day (well within free tier)
What moved to Photon:
- Position/movement updates
- Combat events
- Real-time state sync