With the E3DS Automation Tools plugin, one click packages both builds, bundles them into archives, and uploads them to Eagle 3D Streaming — instead of two packaging runs, two ZIPs and two browser uploads.
The Automation Tools plugin
extracted into your project's Plugins folder, Pixel Streaming
enabled, 7-Zip installed, and the
E3DS engine build — the binary
Launcher engine cannot produce a server, with or without this plugin.
Edit → Project Settings → Plugins → E3DS Automation Tools Settings.
| Setting | What to put in it |
|---|---|
| Path to E3DS Automation Executable | The E3DS_Automation.exe you get from the Download E3DS Automation Tool Executable button on this same page. |
| Path to 7zip Executable( 7z.exe ) | Your 7-Zip installation. |
| E3DS Api Key | Get E3DS Api Key opens the Control Panel's Developer Section; copy the key from its API Key tab and paste it into the field. Only the account owner sees the Developer Section — a team member has to ask the owner. |
| Streaming App Name | Letters, numbers and underscores only — no dots, no spaces. |
| Packaging Mode | Development or Shipping. See below. |
| Build Dedicated Server App | Enable this. Without it you get only the game build. |
| Dedicated Server App Name | The same name you used for the server application. |
| Launch Streaming App Url On Completion | Opens the stream in your browser as soon as the upload finishes. |

The same choice as for any upload — see choose a packaging mode. In short: use Development until the pipeline has worked once.
Click the E3DS button in the toolbar. Depending on the plugin build, it either offers Launch E3DS Automation Tool to choose, or — as in the GitHub source, where the button is labelled E3DS-Push To Cloud — starts straight away. A command prompt opens; packaging runs, then upload. After a few minutes it reports both the server app and the game app uploaded.

Both builds are uploaded — now get players into them.
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