Early access opening soon

Built for real-time.

Send any camera from Unity or Unreal Engine to OBS, vMix or any Open Media Transport receiver as live video over your network. Alpha comes through, and the plugin costs almost nothing in frame time.

  • Unity 6Built-in · URP · HDRP
  • Unreal Engine 5.6Blueprint ready
2 enginesUnity and Unreal, one protocol
≤ 0.2 msengine-thread cost to send 1080p60
Real alphatransparent background, ready to key
0 hitchesin 68 one-minute benchmark runs
How it works

Your engine shows up on the network like a camera.

The plugin publishes your scene as a named video source, and OBS or vMix picks it up like any other input. You don't need a capture card or a second PC, and nothing grabs the screen.

EngineUnity or Unreal Engine

An OMT Sender on any camera, render target or the viewport.

Your networkOMT over Ethernet

A named source, found automatically on the LAN.

ProductionOBS, vMix, OMT Viewer

Or another engine, on this PC or the next one.

  1. 01

    Add the sender

    Add the OMT Sender component and pick what to send. In Unreal you can do all of it in Blueprint.

  2. 02

    Name the source

    It shows up on every machine on the network, as STUDIO-PC (Lower Third).

  3. 03

    Pick it in your switcher

    Choose it in OBS or vMix like any other input. With alpha on, it keys over your shot.

Unity & Unreal Engine

A plugin for each engine.

Each plugin is built the way its engine works: a component in Unity, components and Blueprint nodes in Unreal. Both send and receive.

OMT for Unity Early access

Add it to any camera.

Add one component to a camera, a render texture or the Game View. The receiver brings any OMT source back in as a texture.

  • Cameras, render textures and the Game View
  • Real alpha, sent as BGRA or UYVA
  • Receive any OMT source into a texture
  • Audio in both directions
  • Built-in, URP and HDRP, Mono and IL2CPP

Unity 6 · Windows x64

Get early access for Unity Watch the Unity demo
OMT for Unreal Engine Preview

Everything works from Blueprint.

You add the components in the Components panel, change their settings while the game runs, and find sources with Blueprint nodes. It's built on Unreal's Media IO framework.

  • The viewport, any render target or a Scene Capture 2D
  • Real alpha, plus the engine's audio mix
  • Receive into a texture, or straight into UMG with the OMT Image widget
  • OMT Media Output for Media Capture and Media Profiles
  • Tally and connection events in Blueprint

Unreal Engine 5.6 · Windows x64

Get early access for Unreal Watch the Unreal demo
Made for live production

What it's for.

Broadcast graphics

Lower thirds, scoreboards and data-driven graphics rendered in real time, keyed over camera shots with real alpha.

Virtual production

Engine renders into the switcher, and camera or program feeds back into the scene as textures.

Live events & esports

Game views, stage visuals and screen content into vMix or OBS over the venue network, without a separate capture PC.

Streaming & VTubing

Send an avatar or overlay with a transparent background straight into OBS, without window capture or a chroma key.

Performance

Barely touches your frame budget.

Encoding and decoding run on their own threads. We measured every number below ourselves, and the test setup is listed under each set of results.

Send, 1080p60
0.17 ms / frame

Main-thread cost. Encoding (about 2 ms) runs on a background thread.

Receive, 1080p60
0.23 ms / frame

0.48 ms with alpha. Decoding (1.0 ms, 1.5 ms with alpha) runs on a background thread.

4K at 30 fps
≤ 1 ms / frame

0.8 ms to send, 0.9 ms to receive (2.2 ms with alpha), main thread.

Latency
4 frames

67 ms at 60 fps, sender and receiver on one PC: capture, GPU readback, encode, transport and decode. Network and display not included.

Stability
0 hitches

Across 34 one-minute runs, 720p to 4K, alpha on and off.

Bandwidth
≈ 100 Mbit/s

1080p60 (156 with alpha). About 115 Mbit/s for 4K30 (160 with alpha). Several streams fit on 1 GbE.

Measured on an Intel i9-13900HX laptop with an RTX 4090 Laptop GPU, Unity 6 (URP, IL2CPP), Development build. Plugin cost is main-thread time with the plugin minus the same scene without it, median of 60 s runs. Release builds are equal or faster.

Send, 1080p60
≈ 0.1 ms / frame

On each engine thread: game, render and RHI. Encoding (1.2 ms, 2.2 ms with alpha) runs on its own thread.

Receive, 1080p60
≈ 0.1 ms / frame

Render thread, at every resolution, with or without alpha. Decoding (1.2 ms) runs on the receive thread; the GPU converts to RGB in 0.4 ms.

Latency
1 frame

16.7 ms at 60 fps, sender and receiver in one process: capture, GPU readback, encode, transport and decode. Network and display not included.

Four senders, 1080p60
≤ 0.5 ms / frame

Per engine thread, all four sending at once, with no dropped frame.

Stability
0 hitches

Across 34 one-minute runs, 720p to 4K, alpha on and off. No sender dropped a frame.

Bandwidth
≈ 90 Mbit/s

1080p60 (143 with alpha). About 100 Mbit/s for 4K30 (156 with alpha). Several streams fit on 1 GbE.

Measured on the same laptop, Unreal Engine 5.6.1 (Direct3D 12), packaged Development game. Plugin cost is engine-thread time with the plugin minus the same scene without it, median of 60 s runs.

Status

What works today.

OMT for Unity Early access

  • Sender: camera, texture, Game View Working
  • Receiver: OMT source → texture Working
  • Audio, both directions Working
  • Performance benchmarks Published
  • Unity Asset Store release Coming soon

OMT for Unreal Engine Preview

  • Sender: viewport, render target, Scene Capture Working
  • Receiver and OMT Image widget Working
  • Audio, Blueprint, Media Profiles Working
  • Performance benchmarks Published
  • More engine versions, Fab release Next
Services

Work with us.

We also build custom real-time pipelines for studios, broadcasters and event teams.

FAQ

Common questions.

Something missing? Write to contact@djellox.com.

What is Open Media Transport (OMT)?

An open, MIT-licensed protocol for sending low-latency video and audio over an ordinary IP network. It does the same kind of job as NDI, but it's open. vMix supports it, OBS Studio supports it through the OMT plugin, and the free OMT Viewer shows any source.

Do I need a capture card or extra hardware?

No. The picture leaves the engine over the network card you already have. A 1080p60 stream takes about 100 Mbit/s, so several fit on gigabit Ethernet, and a sender and receiver can also run on the same PC.

Which engine versions and platforms?

Unity 6 with the Built-in, URP or HDRP pipeline, in the Editor and in builds (Mono and IL2CPP). Unreal Engine 5.6, in the editor and in packaged games. Both run on Windows x64 with an AVX2 CPU. macOS and Linux are not supported yet.

Can I bring video back into the engine?

Yes. Both plugins receive any OMT source as a texture: OBS, vMix, another engine or another PC. Use it on in-scene screens, monitors and return feeds. In Unreal, the OMT Image widget shows a source in UMG on its own.

Does it carry audio?

Yes, in both directions. The sender includes the engine's audio output, and the receiver plays incoming audio through the engine, resampled if the rates differ.

When can I get it?

Early-access builds go to the waitlist first. The Unity Asset Store release follows, then Fab for Unreal Engine. Pricing isn't set yet; people on the list will hear first.

Do you take on custom work?

Yes: engine and switcher integrations, AI in live pipelines, data-driven graphics and plugin work. See Work with us, or write to contact@djellox.com.

Early access

Try it before the store release.

Join the early-access list for Unity, Unreal Engine or both. Builds go to the list first, and your feedback decides what we build next.

  • Early-access builds for Unity and Unreal Engine
  • An email when a feature ships
  • A direct line to the developer

You're on the list.

We'll email you when early-access builds are ready and when new features ship. That's all we'll send.

Made in Montréal by live-production people.

Djellox makes real-time tools for game engines and live production. They're the tools we kept wishing for on real productions, made to fit a pipeline that already works.

Djellox is run by Fourat Djellouli, a real-time technical director who has worked on election-night graphics for US networks, Moment Factory installations, Fortnite and Gotham Knights, and a surgical simulator with haptic feedback. See selected work.

Questions or a project in mind? contact@djellox.com