Skip to content
PEERLESSDocs

Engine guides

Supported upload types and the export settings that make each engine run in the hosted player.

Supported uploads

Hosted builds are browser exports: HTML, JavaScript, WebAssembly, data and asset files that run in a browser. Native packages (.exe, .pak, installers) cannot run in the hosted player.

EngineUpload asNotes
Three.jsThree.jsAny static JavaScript bundle; a starter is available.
Godot 4Godot HTML5Compatibility renderer; threaded exports are supported.
UnityUnity WebSet Compression Format to Disabled.
UnrealUnreal HTML5Compatible community HTML5/WASM exports only.
Plain JavaScriptThree.jsCanvas, Phaser, PixiJS, Babylon.js and other bundles.

What every build needs

  • index.html (or your chosen entrypoint) at the ZIP root.
  • Relative asset paths that match the files exactly, including letter case.
  • Every external HTTPS or WSS origin your game contacts, declared in the upload form. Wildcards are not accepted.
  • No service workers, executables, installers, nested archives or symlinks.

Standard browser uploads are limited to 100 MB compressed, 500 MB expanded and 5,000 files. The upload form shows the limits for your plan.

One SDK for every engine

peerless-sdk.js is plain JavaScript loaded by your page. Three.js and JavaScript games call it directly. Godot calls it through JavaScriptBridge. Unity and Unreal use the small bridges in their integration downloads, which forward relay-room messages. Every engine works without the SDK when the game is single-player.