A reference for the terms you’ll encounter in the launcher, dashboard, SDK, and these docs.Documentation Index
Fetch the complete documentation index at: https://xrlive.mintlify.app/llms.txt
Use this file to discover all available pages before exploring further.
Visual
A real-time 3D experience built in Unreal Engine and distributed as a.xrlive file. Visuals are the core unit of content in xRLive — you download them, run them in the launcher, and control them from the operator dashboard.
.xrlive file
The file format for xRLive visuals. Internally, it’s an Unreal Engine pak archive containing all the content and logic for a visual. The launcher mounts and runs it at runtime — no installation or compiling required. Creators export.xrlive files using the xRLive SDK packager.
Operator Dashboard
The control panel window in the xRLive Launcher. It shows the UI controls exposed by the running visual — sliders, buttons, color pickers, etc. — and lets the operator adjust them live during a show. Only the crew sees this window.Game Window
The second window in the xRLive Launcher. It renders the visual output and is routed to the stage display (LED wall, projector, broadcast feed). The audience sees this window.Preset
A saved snapshot of all operator control values for a visual. Operators save presets before a show and recall them with a single click during performance — or trigger them remotely via OSC. Presets are stored locally per visual.SDK (xRLive SDK)
The Unreal Engine plugin that Creators use to build.xrlive visuals. It provides:
- The operator UI component (
Uxrlive_UIpanelComponent) for wiring up controls - Blueprint nodes for alerts, actor management, window sync, and utilities
- The packager tool for exporting
.xrlivepak files
Runtime Client
A set of credentials (Client ID + Secret Key) that a visual uses to authenticate against the xRLive backend during a live show. Runtime clients enable audience interaction and session management. Creators generate them in the dashboard and embed them in their visual.OSC (Open Sound Control)
A network protocol used in professional show-control environments. xRLive supports receiving OSC messages to trigger presets, adjust parameters, and control the show from lighting consoles, media servers, and other hardware.MPC (Material Parameter Collection)
An Unreal Engine asset that stores a set of named scalar and vector parameters accessible by any material in the scene. xRLive’s actor management system can track MPCs and reset them to default values when a visual closes, preventing parameter bleed between visuals.Beat Data
A JSON stream that delivers audio beat-detection information to the launcher in real time. Sliders and color pickers configured for audio reactivity use this data to drive their values automatically in response to music.Pak
Short for “package” — an Unreal Engine archive format. xRLive wraps visual pak files with the.xrlive extension. The launcher mounts them using UE’s native pak system at runtime.
Marketplace
The library of visuals available for purchase or download inside the xRLive dashboard. Creators publish their visuals here; operators browse and buy them.Subscription Plans
| Plan | What’s included |
|---|---|
| Free | Dashboard access, browse the Marketplace |
| PRO | Run premium visuals, full Marketplace access, audience interaction |
| CREATOR | Everything in PRO, plus build and publish your own visuals, sell on the Marketplace |

