Enabling Gaussian System in Untold Engine
The Gaussian System in the Untold Engine is responsible for rendering Gaussian Splatting models. It enables you to visualize high-quality 3D reconstructions created from photogrammetry or neural rendering techniques, providing a modern approach to displaying complex 3D scenes.
How to Enable the Gaussian System
Step 1: Create an Entity
Start by creating an entity that represents your Gaussian Splat object.
Step 2: Link a Gaussian Splat to the Entity
To display a Gaussian Splat model, load its .ply file and link it to the entity using setEntityGaussian.
You can also use the source-based API:
Parameters:
- entityId: The ID of the entity created earlier.
- filename: The name of the .ply file (without the extension).
- withExtension: The file extension, typically "ply".
Note: The Gaussian System renders point cloud data stored in the .ply format. Ensure your Gaussian Splat file is properly formatted and contains the necessary attributes (position, color, opacity, scale, rotation).
A baked .untoldgs file (see Exporting Assets)
loads the same way and is the faster path: its chunks are read by byte range and decoded on the
GPU, so nothing is parsed on the CPU.
Both forms load synchronously and keep the splat resident for the entity's lifetime, and both
compute the entity's LocalTransformComponent.boundingBox automatically from the loaded splat
positions — no bounding box parameter is needed for this path.
Step 3: Loading Without Blocking the Main Thread
setEntityGaussianAsync does the same immediate/resident load as setEntityGaussian, but
parsing, per-splat encoding, and spherical-harmonics packing all run off the main thread —
only the final component registration touches the world. Use it for a one-off splat load
where you don't want a frame hitch but don't need distance-based streaming.
Task {
let ok = await setEntityGaussianAsync(
entityId: myEntity,
filename: "splat",
withExtension: "ply"
)
if !ok {
print("Failed to load splat")
}
}
completion is an optional alternative to checking the returned Bool:
await setEntityGaussianAsync(
entityId: myEntity,
filename: "splat",
withExtension: "ply"
) { success in
print(success ? "Loaded" : "Failed to load splat")
}
Running the Gaussian System
Once everything is set up:
- Run the project.
- Your Gaussian Splat model will appear in the game window.
- If the model is not visible or appears incorrect, revisit the file path and format to ensure everything is loaded correctly.
Several splat entities in one scene
Every frame the engine compacts the visible splats of all Gaussian entities into one shared working set, sorts it once by depth and draws it with one instanced draw. Two captures that overlap on screen — a chair partly in front of a table, a prop on a splat floor — therefore blend in true depth order; the order the entities were created in does not matter. The shared set is sized to a working-set budget (below), not to what is loaded; .untoldgs entities are fitted to it chunk by chunk, so a scene that asks for more than the budget draws the most important splats of every visible chunk. A .ply is not budgeted: it always fits (the set is never smaller than the whole-buffer entities' resident total) and its visible count is reserved out of the budget before the .untoldgs entities are fitted to the rest. Should the entities nonetheless append more than the set holds, the excess is dropped for that frame and reported through handleError and the Gaussian profile line as overflow — a defect, not a mode of operation. Up to 256 splat entities can be drawn in one frame.
Chunk-level culling and the working-set budget of .untoldgs assets
A baked .untoldgs asset keeps its chunk table after the load: the per-chunk decode constants
(GaussianChunkDecodeConstants, 48 bytes per chunk — the chunk's centre bounding box, its
log-scale range, its first splat and count) stay on the GPU, and the file's index stays on the
CPU (GaussianComponent.chunkTable). Its splats stay resident as the file's own 16-byte
records (GaussianComponent.packedSplatData) and are decoded every frame, only for the chunks
in view: the engine first tests whole chunks — the centre box padded by the largest splat the
chunk holds, against the camera frustum and, when available, the previous frame's depth
pyramid — then fits the survivors to the working-set budget, and only then runs one fused pass
per visible chunk that decodes, tests, projects and compacts its splats (see
renderingSystem.md §3b–3c).
In a stereo frame a chunk, and a splat, is kept when either eye sees it; the depth pyramid,
built from the last eye drawn, is consulted only for that eye. With the budget unlimited the
picture is the same as the whole-buffer path's; what changes is how many splats the frame reads
when part of the asset is off screen or behind an occluder.
The budget
The shared working set holds at most GaussianRuntimeLimits.workingSetSplats records:
1,000,000 on Apple Vision Pro, iPhone, iPad and Apple TV, 6,000,000 on the Mac, clamped so its
3 × 72 bytes per record stay within a quarter of MemoryBudgetManager.geometryBudget, never
more than the resident splat total and never less than the whole-buffer (.ply) entities'
resident total. GaussianRuntimeLimits.workingSetSplatsOverride replaces the figure for an
application that knows its scene (or a test); nil restores the default.
When the chunks in view hold more splats than the budget leaves after the whole-buffer
entities' visible counts are reserved, every visible chunk is granted a quota weighted by
its screen area: the frame picks one density cap d — splats per unit of screen area, a
chunk filling the view having area 1 — and grants each chunk min(count, floor(d × area)),
with d solved on the GPU so that the quotas stay within the room the reservation leaves
(0.98 × budget − reserved). A chunk sparser than the cap — near, large on screen — keeps all
of its splats; a denser one — far, a few pixels holding thousands of splats — is cut to the
cap, where the cut is least visible. The fused pass reads only the first quota records of the
chunk, and the bake orders each chunk by importance (opacity × size), so a quota is a
continuous level of detail: the splats that matter least go first. For example, with a budget
of 100 and two visible chunks of 80 splats, a near one covering half the view and a far one
covering half a percent of it, the cap lands at 3,600 splats per view: the near chunk keeps
all 80 and the far one 18 — where the same fraction for every chunk would have kept 49 and 49.
Two things keep the cut from popping as the camera moves:
- Hysteresis. A fall of the cap — a smaller budget, a turn that brings a dense region into
view — is taken at once: the set is already at its capacity, and a cap lagging above its
target would grant more than the set holds and drop splats by arrival order. A rise — a
larger budget, a turn to a sparser view — climbs by at most max(10 % of the cap, 5 % of its
target) per frame, so the chunks fade back in over several frames (at most about twenty)
instead of flipping the visible set. A frame that fits is whole at once and stays whole even
when a denser chunk enters; a truncated frame that comes to fit climbs toward the density
below which all but the densest 5 % of the requested splats are whole and is whole from
there — the densest chunks are the smallest on screen (a sliver of a chunk just entering the
guard band can be denser than every other chunk by orders of magnitude), so they do not set
the step, and become whole with the cap. A chunked entity that got nothing (a
.plythat filled the set) fades in the same way when room appears. A frame with no splat entity (a scene unload) resets the climb, so the next scene starts at its own target. - The opacity band. In a truncated chunk the last fifth of the kept ranks fade linearly toward zero opacity, so the splats a shrinking quota drops next are already nearly invisible.
A .ply is not budgeted: its whole-buffer cull appends everything it keeps into the same set,
the set is never smaller than its resident total, and its visible count is reserved before the
.untoldgs entities are fitted, so neither loses a splat by arrival order (a .ply that fills
the budget on its own leaves the .untoldgs entities nothing). Read the state through
GaussianSharedWorkingSet.shared (capacity, lastVisibleCount, lastOverflowCount,
lastBudgetState — the request, the reservation, the grant, the density cap densityCap
(+inf when every chunk is whole) and the uniform rule's scale and its target of the last
completed frame; lastDensityHistogram — the 64 density tiers the cap was solved from, the
target and full densities, the grant and the visible chunk count) or the
[Gaussian][Preprocess] profile line (budget=… requested=… reserved=… quota=… scale=…
targetScale=… density=… targetDensity=… visibleChunks=… fill=…, LogCategory.gaussian;
fill is the quota sum over the grant).
Cost and switches
| Resident per splat | .untoldgs (chunked) |
.ply / CPU-decoded (whole buffer) |
|---|---|---|
| Splat record | 16 B packed | 48 B encoded |
| Visible index, per frame in flight | — (visible-chunk lists: 16 B per chunk per slot) | 4 B |
| Spherical harmonics | 0 / 9 / 24 / 45 B (degree 0–3) | same |
| Chunk table | 48 B per chunk | — |
The shared working set costs 3 × 72 B × budget once, whatever is loaded (216 MB for a million
splats), plus about 3 KB of fixed state (the budget state and the 528-byte density histogram
with their per-slot readbacks), carried by its own MemoryBudgetManager entry
(setGaussianWorkingSetBytes), not by the entities. A million-splat .untoldgs at degree 3
therefore keeps about 61 MB resident (16 B + 45 B per splat, plus about 70 KB of chunk table
and visible-chunk lists at 1024 splats per chunk) where the same asset used to cost about
320 MB.
GaussianDebugOptions.shared.disableChunkCullkeeps every chunk, so the fused pass walks the whole asset as the whole-buffer cull does for a.ply— for bisecting, and for A/B timing of the chunk stage.disableHZBOcclusionCullturns the depth-pyramid part off for both stages.GaussianDebugOptions.shared.disableWorkingSetBudgetsizes the set to the resident total and grants every chunk its whole count — the pre-budget behaviour, for an A/B of what the budget cuts and what it saves.GaussianDebugOptions.shared.disableScreenWeightedQuotasgrants every visible chunk the same fraction of its splats,floor(scale × count)withscale = (0.98 × budget − reserved) / requested, instead of weighting the quotas by screen area — the pre-weighting rule, byte for byte, for an A/B of what the weighting moves. (WithdisableChunkCulland this off, the chunks no view keeps carry the minimum screen area and are cut first on a truncated frame.)- A
.plyasset, or a.untoldgsdecoded on the CPU because the decode kernel is unavailable (or expanded once at load because the per-chunk kernels are), has no chunk table and keeps the per-splat cull over its whole encoded buffer.
Per-entity splat limit
A .untoldgs splat keeps 16 bytes plus its spherical harmonics resident (see the table above),
so the runtime caps one entity at GaussianRuntimeLimits.maxSplatsPerEntity: 20,000,000
splats on Apple Vision Pro, iPhone, iPad and Apple TV (320 MB of records, 1.2 GB with degree-3
harmonics), 40,000,000 on the Mac. The whole-buffer path — a .ply, or a .untoldgs decoded
whole because the per-chunk kernels are unavailable — keeps about 60 bytes per splat (the
48-byte record and three 4-byte visible indices) plus harmonics, so it keeps the lower cap,
GaussianRuntimeLimits.maxWholeBufferSplatsPerEntity: 5,242,880 splats on Apple Vision Pro,
iPhone, iPad and Apple TV (315 MB, 550 MB with degree-3 harmonics), 16,777,216 on the Mac. An
asset above its path's cap fails to load with an "exceeds maximum" error. Cook large captures
with a splat budget (UntoldGSCookOptions.maxSplatCount, untoldengine export
--splat-max-count) that fits every platform the asset ships on, or split the scene into
streamed tiles. What the frame can draw is bounded separately by the working-set budget above.
A splat standing in for a mesh: shells, fades and scene links
A captured object looks best as a splat up close and costs least as a mesh far away. The engine gives an application the pieces to swap between the two on one entity without popping; the policy that drives them (when to load, from what distance, how fast to fade) belongs to an application-side system built on these pieces (see the proposal's §4.5).
- A splat on a mesh entity.
setEntityGaussianAsync(entityId:url:opacityScale:)attaches a.untoldgs(or.ply) to an entity that already draws a mesh. The load is two phases a caller can also drive itself:loadGaussianSplatPayload(url:)reads and encodes off the main thread,setEntityGaussian(entityId:payload:opacityScale:)attaches the result under the world-mutation gate, so a system can check under its own gate whether the load is still wanted before applying it. The mesh stays the primary representation: the splat's bytes ride beside the mesh'sMemoryBudgetManagerentry (auxiliaryMeshBytes, so mesh streaming in and out leaves them intact) and the entity keeps the mesh's bounding box, with the splat's own box onGaussianComponent.localBoundingBox.removeEntityGaussiandrops the splat (and a progressive splat's tiers) and only its share of the ledger. Starting withopacityScale: 0keeps it resident but hidden. GaussianComponent.opacityScaleweighs every splat's opacity: 0 hides the entity and skips its cull, values between cross-fade.MeshFadeComponentdithers the mesh's colour with the LOD screen-door:.fadeOutdiscards more pixels asprogressrises,.fadeInkeeps more. Applied after the LOD and tile fades.MeshOccluderComponentdraws the mesh a second time depth-only, pushedshrinkMetersalong its normals away from the camera (themeshOccluderShellrender pass, after the opaque colour and before the HZB copy and the splat pass). The splat then passes the depth test on and just outside the surface, and is hidden behind the object's far side. WithdrawsColoroff the mesh contributes nothing but that depth: shadows, physics and picking keep using it becauseRenderComponent.isVisibleis untouched. Soft objects differ from their mesh by centimetres, so raise the margin until the front of the capture stops clipping. Blend-mode submeshes are left out of the shell and stop drawing with the colour.GaussianAssetLinkComponentcarries a.untoldscene'sgaussianAssetrecord (UntoldGaussianAssetRecordV1: payload path resolved next to the scene file, flags such asmeshTwin, occluder margin, exposure offset, swap distance, alignment) onto the entity as data.setEntityMesh/setEntityMeshAsyncattach it; nothing is loaded.- A mesh carrying a
MeshOccluderComponentorMeshFadeComponentis excluded from static batching when the batcher next evaluates it, and re-admitted once they are gone. The system that adds or removes them tells the batcher withBatchingSystem.shared.notifyEntityMaterialChanged(entityId:); the group is rebuilt over a few frames, during which the batch still draws the mesh. GaussianDebugOptions.shared.disableOccluderShellturns the shells off for bisecting.
Writing the link. No whole-file .untold writer exists in Swift, and none is needed to
author a link after the export: UntoldAssetPatcher (Sources/UntoldEngine/AssetFormat) rewrites
just the gaussianAsset table. settingGaussianAsset(_:onEntity:in:) takes the file's bytes and a
GaussianAssetLink (payload path relative to the .untold file's directory, flags, LOD table,
occluder shrink, exposure offset, swap distance, alignment) and returns the patched bytes with every other
chunk copied unchanged, the path appended to the string table (or an identical string reused),
offsets re-laid out on 16-byte alignment and the content hash recomputed;
removingGaussianAsset(onEntity:in:) drops a record (and the chunk when empty);
gaussianAssets(in:) lists them. The result is read back through UntoldReader before it is
returned. The same operation from the shell is untoldengine gaussian-link --untold chair.untold
--entity 0 --payload chair.untoldgs [--swap-distance m] [--occluder-shrink m] [--exposure-offset ev]
--in-place | --output file, with --remove and --list; the CLI reads the .untoldgs header to
fill one LOD level with the payload's splat count.
A typical swap: load the payload with opacityScale: 0 when the camera is near; add a
MeshOccluderComponent; add a MeshFadeComponent with direction = .fadeOut and raise its
progress and the splat's opacityScale together to 1 over 250 ms; then set drawsColor =
false and remove the fade. Reverse the steps when the camera leaves.
Aligning a twin
A capture never shares its mesh's frame: the scanner picks the origin, the up axis and the
scale. Registering the two used to mean baking a transform at cook time
(UntoldGSCookOptions.transform, recorded in the .untoldgs header's splatToMesh), and that
is still possible — but an alignment can also be edited after the cook and saved with the
link:
GaussianComponent.splatToEntity(simd_float4x4, identity by default) is where the splat sits in its entity's local space. The splat is drawn withentityWorld × splatToEntityby the cull, the preprocess, the chunk cull and the draw alike, so setting it — throughsetGaussianSplatToEntity(entityId:_:)— moves, turns or scales the splat exactly as moving the entity would, while the mesh the twin stands in for stays put. It belongs to the entity, not the payload: tier swaps, reloads of the same entity and a streaming eviction and reload keep it (StreamingComponentholds it while the splat is out). A splat-only entity's bounding box is the splat's box carried through it, kept in step by the setter as well as by every load; a twin entity keeps the mesh's box, and a progressive entity whose box the caller supplied keeps that one.GaussianSplatAlignment(translation,yawDegrees,scale;matrix=T · R_y · S, yaw about +Y, right-handed, uniform scale) is the authored form: thegaussianAssetrecord stores it in its last five words underUntoldGaussianAssetFlags.alignment, the loader hands it over asGaussianAssetLinkComponent.alignment(RuntimeGaussianAssetLink.alignment), and whoever loads the payload appliesalignment.matrixthroughsetGaussianSplatToEntity— a twin policy such asGaussianTwinOptions.alignmentin UntoldGaussianTwins does this every tick (an unchanged matrix costs nothing), so an editor can change the value live. Files written before the flag existed read as no alignment.- The
.untoldgsheader'ssplatToMeshstays the record of the cook transform; the alignment composes on top of whatever the cook baked. A full three-axis rotation is left to a later extension: captures are up-axis corrected at cook time.
UntoldAssetPatcher.GaussianAssetLink.alignment writes it (the flag follows the optional; a
non-finite value or a scale of zero is rejected), and untoldengine gaussian-link takes
--align-translate x,y,z, --align-yaw-degrees, --align-scale (each defaulting to what the
entity's link already stores) and --clear-alignment; --list prints it.
Calibrating the capture
Splats are unlit emissive surfaces composited in linear light before the look and output
transforms, so a splat is tone-mapped once, like an emissive mesh next to it. The preprocess
applies one linear gain per entity, GaussianComponent.colorGain: the capture white balance
from the .untoldgs header, times 2^(exposureOffsetEV − captureExposureEV). A capture
recorded at +1 EV therefore comes back to the scene's neutral exposure by itself, and the
per-asset offset (the editor slider, exposureOffsetEV in the scene record) pushes it either
way. With useRealWorldTint the colour is also multiplied by the XR lighting estimate's tint
whenever RuntimeEnvironmentLightingStore is in .realWorldEstimate mode with a valid
estimate, so a capture made under neutral light takes on the colour of the room.
Progressive Gaussian Splats
Progressive Gaussian loading is available without a tile-streamed scene. Use it when you want a Gaussian to appear quickly at a coarse tier, then refine toward full resolution as the camera gets closer.
Progressive assets use .untoldgs tier files:
lod0 is the finest/full-resolution tier. Higher LOD numbers are progressively coarser.
The engine loads the coarsest tier first, then GaussianLODSystem requests finer tiers
based on camera distance (see Overdraw-aware LOD selection
below for a second, distance-independent signal that can also hold an entity on a coarser
tier).
Generate tiers from a .ply source with the exporter:
The exporter prints a diagnostic meanSquaredSplatExtent per tier and a boundingBoxHalfExtent
line computed from the full source asset:
✅ Exported: chair_lod0.untoldgs (meanSquaredSplatExtent: 0.0021)
✅ Exported: chair_lod1.untoldgs (meanSquaredSplatExtent: 0.0087)
✅ Exported: chair_lod2.untoldgs (meanSquaredSplatExtent: 0.0341)
✅ Exported: chair_lod3.untoldgs (meanSquaredSplatExtent: 0.1250)
ℹ️ boundingBoxHalfExtent: (0.42, 0.55, 0.38)
Both values are baked directly into each tier's .untoldgs file (its header carries the
asset-level bounding box alongside meanSquaredSplatExtent) and read back automatically when
the engine loads it — nothing here needs to be copied into your code. The console lines are
diagnostics only (e.g. to sanity-check density/size across source captures).
Then register the entity with the source-based API:
let chair = createEntity()
translateTo(entityId: chair, position: simd_float3(0.0, 0.0, -3.0))
setEntityGaussian(
entityId: chair,
source: .progressive(
baseFilename: "chair",
levelCount: 4,
maxDistances: [5.0, 15.0, 25.0, .greatestFiniteMagnitude]
)
)
maxDistances must have one entry per LOD. Each value is the farthest camera distance at
which that LOD is allowed to be selected:
lod0can be used inside5.0units.lod1can be used from5.0to15.0units.lod2can be used from15.0to25.0units.lod3is used beyond25.0units, or while finer tiers are still loading.
The system always falls back to the best tier already resident in memory, so the entity can
become visible quickly with the coarsest tier and refine toward lod0.
There's no bounding-box parameter to pass here: the engine reads the box baked into the coarsest tier's header synchronously at registration time, so the entity has a correct, exact bounding box from frame one.
Overdraw-aware LOD selection
Distance alone is a proxy for how expensive a Gaussian entity is to render — two assets at
the same distance can have very different overdraw depending on splat density. On top of the
distance/maxDistances selection above, GaussianLODSystem also estimates the entity's mean
overdraw (blended fragments per pixel across its screen footprint) each LOD update, using
meanSquaredSplatExtent values baked into each .untoldgs tier by the exporter. If a
distance-selected tier would exceed LODConfig.shared.gaussianOverdrawBudget (default 12.0,
see LODConfig.swift), the system walks to a coarser tier instead — it never picks a finer
tier than distance already allows.
This is fully automatic for any asset baked with the current exporter — there is nothing to
wire up. It only has an effect on tiers that carry a real meanSquaredSplatExtent; .untoldgs
files baked before this feature existed fall back to pure distance-based selection.
Tune LODConfig.shared.gaussianOverdrawBudget on-device by watching GPU frame time while
varying it — the default is a starting guess, not a derived constant.
Debugging progressive LOD
Gaussian progressive LODs participate in the same LOD debug visualization used by mesh LODs:
When enabled, the renderer tints Gaussian splats by their currently selected progressive LOD. This is useful for confirming that the engine is switching tiers as the camera moves, including tiers the overdraw budget forces early.
Streaming Gaussian Splats in Large Scenes
setEntityGaussian loads a splat immediately and keeps it resident for the lifetime of the
entity — fine for a small number of always-visible splats, but not what you want for props
scattered across a large tile-streamed scene (chairs, tables, decor inside a streamed
building). Loading every one of those up front defeats the point of streaming, and the
engine has no way to unload them again on its own.
For that case, register the entity with GeometryStreamingSystem instead, via
setEntityGaussianStreaming, which loads and unloads it automatically based on camera
distance — the same way it already handles the surrounding streamed tile geometry. It can
stream either one whole Gaussian file or a progressive .untoldgs tier set.
API overview
setEntityGaussianStreaming(
entityId: EntityID,
source: GaussianSource,
options: GaussianStreamingOptions
)
GaussianSource selects what kind of Gaussian asset the streaming system should load:
.single(filename: String, withExtension: String)
.progressive(
baseFilename: String,
withExtension: String = "untoldgs",
levelCount: Int,
maxDistances: [Float]
)
GaussianStreamingOptions controls the entity's streaming behavior:
GaussianStreamingOptions(
streamingRadius: Float = 100.0,
unloadRadius: Float = 150.0,
boundingBoxHalfExtent: simd_float3? = nil,
priority: Int = 0
)
Prerequisites
This only makes sense in a scene that is already using tile-based streaming — i.e. one
loaded with setEntityStreamScene (see Using the Geometry Streaming System).
setEntityGaussianStreaming attaches the splat to whichever tile stub's bounds contain
the entity's position, so it needs those tile stubs to already exist. Call it after
setEntityStreamScene's completion handler has fired — tile stubs are guaranteed to be
registered by then.
Step 1: Create and position the entity
Position and orient the entity before registering it for streaming — the position at the
time you call setEntityGaussianStreaming is what determines which tile it gets attached
to.
let streamSplat = createEntity()
translateTo(entityId: streamSplat, position: simd_float3(2.0, 0.0, -4.0))
rotateTo(entityId: streamSplat, angle: 180.0, axis: simd_float3(1.0, 0.0, 0.0))
Step 2: Register it for streaming
setEntityGaussianStreaming(
entityId: streamSplat,
source: .single(filename: "chair", withExtension: "untoldgs"),
options: GaussianStreamingOptions(
streamingRadius: 30.0,
unloadRadius: 45.0
)
)
Parameters:
entityId: The entity created and positioned in Step 1.source: Use.single(filename:withExtension:)for a whole.ply/.untoldgsasset, or.progressive(baseFilename:levelCount:maxDistances:)for progressive tiers named<baseFilename>_lod0.untoldgs,<baseFilename>_lod1.untoldgs, etc.streamingRadius: Distance from the camera at which the splat starts loading.unloadRadius: Distance beyond which the splat unloads. Should be larger thanstreamingRadiusto avoid load/unload thrashing at the boundary.boundingBoxHalfExtent: Optional local-space half-extent for the entity, roughly matching the splat's real-world size.GeometryStreamingSystem's frustum gate needs a real local-space volume on the entity before it ever loads, so a.untoldgssource's box is read from its baked header synchronously at registration time when this is leftnil— no value needed for that case. A raw.plysource has no baked header, so this must be supplied explicitly there — omitting it leaves the entity non-streaming (logged as a warning) rather than registering a zero-size placeholder, which would collapse the frustum gate to a single exact point and make re-streaming unreliable once the camera moves away and back. When you do need one, the exporter's printedboundingBoxHalfExtentdiagnostic (see above) is a good starting value.priority: Optional. Higher-priority entities load first when multiple candidates are in range at once. Defaults to0.
Note: If no tile is found containing the entity's position,
setEntityGaussianStreaminglogs a warning and leaves the entity as a plain, non-streaming entity (noStreamingComponentis attached) — it will not crash, but it also will not load. Double-check the position against the streamed scene's tile bounds if this happens.
Progressive Gaussian splat streaming
Use .progressive(...) with setEntityGaussianStreaming when you want tile-driven
load/unload behavior plus the same coarse-to-fine refinement (including the
overdraw-aware LOD clamp) described above.
Progressive tier filenames must follow this pattern:
For example, if baseFilename is "chair" and levelCount is 4, the engine expects:
setEntityGaussianStreaming(
entityId: streamSplat,
source: .progressive(
baseFilename: "chair",
levelCount: 4,
maxDistances: [5.0, 15.0, 25.0, .greatestFiniteMagnitude]
),
options: GaussianStreamingOptions(
streamingRadius: 30.0,
unloadRadius: 45.0
)
)
.untoldgs progressive tiers always have a baked header, so boundingBoxHalfExtent can be
omitted here the same way it can for .single(...) with a .untoldgs file.
Putting it together: stream scene + streaming splat
setEntityGaussianStreaming needs the tile stubs setEntityStreamScene creates (see
Prerequisites above), so the natural place to register streaming splat props
is inside the same completion handler that loads the streamed tile scene:
let sceneRoot = createEntity()
setEntityStreamScene(entityId: sceneRoot, manifest: "dungeon", withExtension: "json") { success in
guard success else {
setSceneReady(false)
return
}
let splat = createEntity()
translateTo(entityId: splat, position: simd_float3(2.0, 0.0, -4.0))
rotateBy(entityId: splat, angle: 180.0, axis: simd_float3(1.0, 0.0, 0.0))
setEntityGaussianStreaming(
entityId: splat,
source: .progressive(
baseFilename: "pooltable",
levelCount: 4,
maxDistances: [15.0, 25.0, 35.0, .greatestFiniteMagnitude]
),
options: GaussianStreamingOptions(
streamingRadius: 100.0,
unloadRadius: 140.0
)
)
setSceneReady(true)
}
boundingBoxHalfExtent is omitted from GaussianStreamingOptions here since pooltable is a
.untoldgs progressive asset — its box comes from the baked header automatically (see
API overview above). Guarding on success before registering the splat and
calling setSceneReady matters: without it, a failed scene load would still try to attach a
streaming prop to tile stubs that were never created, and would report the scene ready when it
isn't.
Which function should I use?
| Function | Resident/Streamed | LOD | Use when |
|---|---|---|---|
setEntityGaussian(entityId:filename:withExtension:) |
Resident, loads immediately (blocks) | None | A small number of splats that should always be visible (a hero object, a standalone demo scene). |
setEntityGaussian(entityId:source:) |
Resident | None (.single) or progressive (.progressive) |
Same as above, plus a single call site that can also take .progressive(...) for coarse-to-fine refinement without a tile-streamed scene. |
setEntityGaussianAsync |
Resident, loads off-thread | None | Same as setEntityGaussian, but avoids a frame hitch on a large .ply. |
setEntityGaussianStreaming(source:options:) |
Streamed via GeometryStreamingSystem |
None (.single) or progressive (.progressive) |
Props scattered across a tile-streamed scene that should load/unload with camera distance. |
All progressive paths (setEntityGaussian(source: .progressive(...)) and
setEntityGaussianStreaming(source: .progressive(...), options:)) share the same
overdraw-aware LOD selection behavior automatically.