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Documentation Index

Fetch the complete documentation index at: https://docs.streampixel.io/llms.txt

Use this file to discover all available pages before exploring further.

Pixel streaming runs your Unreal Engine project on a GPU server, not in the browser. The server renders frames, encodes them as a WebRTC video track, and sends them to the user. Mouse, keyboard, touch, and gamepad events flow back over a data channel. Streampixel is the platform that builds, distributes, scales, and signals all of that for you.

The pipeline

A build goes through four stages between leaving your dev machine and reaching a user’s browser.
StageWhat happens
UploadYou submit a public .zip URL via dashboard or API.
Build pipelineStreampixel downloads, extracts, scans, and stores the build. See build lifecycle.
DistributeThe approved build is pushed to GPU workers in your project’s region.
StreamA user opens your share URL or iframe. A worker is assigned and a WebRTC peer connection is opened.

Components

Streampixel is made up of a small set of services that each do one job.

Dashboard

Web UI for projects, builds, settings, billing, and webhook configuration. Global — not region-specific.

Workers

GPU machines that run your Unreal binary in headless mode. Each worker streams to one or more sessions.

Signalling servers

WebSocket servers that match users to workers and broker the WebRTC handshake.

TURN servers

Relay servers that get traffic through restrictive firewalls and NATs when direct peer-to-peer fails.

SFU

Selective Forwarding Unit. Lets a single worker fan out video to many viewers for one-to-many streaming.

Web SDK / Iframe

What you embed on your site. The Web SDK gives full control; iframes are the zero-code path.
Voice and video chat run on LiveKit rooms, separate from the pixel-streaming WebRTC pipe. See built-in voice and text chat.

What happens when a user clicks Play

The first frame a user sees is the result of a short choreography between the browser, signalling, and a worker.
StepNotes
WebSocket openThe SDK or iframe connects to signalling using your appId.
Worker assignmentIf no worker is free, the user is queued. See session lifecycle.
SDP exchangeStandard WebRTC offer / answer brokered by signalling.
ICEDirect peer-to-peer first; falls back to TURN if blocked.
StreamingVideo, audio, and a bidirectional data channel are open. The session has begun.

Multi-region

Streampixel runs in three independent regions: US-East-1, Europe, and Asia Pacific. Each region has its own worker pool, signalling endpoints, TURN servers, and build cache. Projects are bound to one region at creation time. The dashboard, account, API, and billing are global — you manage projects in any region from the same UI. See Regions for the trade-offs and how to choose.

Where to go from here

Quickstart

The 10-minute walkthrough from sign-in to embedded stream.

Build lifecycle

Every state a build moves through and what can fail at each.

Session lifecycle

What happens between a user clicking Play and disconnecting.

Streaming basics

The codec, bitrate, and latency knobs you’ll actually configure.