A metaverse app is a long-running multiplayer app. Eagle 3D Streaming has no separate pipeline for it — the same upload, launch and streaming path applies.
If your Unreal project supports multiple concurrent users in a shared world state, it needs no metaverse-specific configuration. It follows the multiplayer path, including the dedicated server build that is uploaded first, started before play and kept in step with the game build.
| Multiplayer | Metaverse | |
|---|---|---|
| Experience | Session-based | A persistent world |
| Lifetime | A match or a session | Long-running, often always on |
| World persistence | Limited | The core requirement |
| Identity | Player-centric | Avatar-centric |
| Social interaction | During play | Continuous |
| Backend complexity | Moderate | Higher |
| Pixel Streaming | Standard | Identical |
Persistence, avatar identity and continuous social state are things your backend maintains. Pixel Streaming's job — render on a server, deliver video, carry input back — is the same either way.
The path to follow, since it is the same one.
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