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.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.
The pipeline
A build goes through four stages between leaving your dev machine and reaching a user’s browser.| Stage | What happens |
|---|---|
| Upload | You submit a public .zip URL via dashboard or API. |
| Build pipeline | Streampixel downloads, extracts, scans, and stores the build. See build lifecycle. |
| Distribute | The approved build is pushed to GPU workers in your project’s region. |
| Stream | A 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.| Step | Notes |
|---|---|
| WebSocket open | The SDK or iframe connects to signalling using your appId. |
| Worker assignment | If no worker is free, the user is queued. See session lifecycle. |
| SDP exchange | Standard WebRTC offer / answer brokered by signalling. |
| ICE | Direct peer-to-peer first; falls back to TURN if blocked. |
| Streaming | Video, 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.