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.
| Engine | Upload as | Notes |
|---|---|---|
| Three.js | Three.js | Any static JavaScript bundle; a starter is available. |
| Godot 4 | Godot HTML5 | Compatibility renderer; threaded exports are supported. |
| Unity | Unity Web | Set Compression Format to Disabled. |
| Unreal | Unreal HTML5 | Compatible community HTML5/WASM exports only. |
| Plain JavaScript | Three.js | Canvas, 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.