<GSplat/>
The <GSplat> component is used to render Gaussian Splats. Gaussian Splats are a new way of capturing and rendering high quality 3D content. They capture the shape and lighting of a scene in a way that produces incredibly high quality results.
The useSplat hooks accepts ply or sog files or any other files that can be loaded by the engine.
Usage
You can load a Gaussian Splat asset with the useSplat hook and then use the <GSplat> component to render it.
const { asset } = useSplat('/assets/toy-cat.sog');
<GSplat asset={asset} />
- Demo
- Code
gsplat-example.jsx
import { Entity } from '@playcanvas/react';
import { GSplat, Camera } from '@playcanvas/react/components';
import { useSplat } from '@playcanvas/react/hooks';
export const GSplatExample = () => {
// Load the Gaussian Splat asset
const { asset } = useSplat('/assets/toy-cat.sog');
// If the asset is not loaded, return null
if (!asset) return null;
// Return the GSplat component
return (
<Entity rotation={[180, 180, 0]} position={[0, -0.7, 0]} >
<GSplat asset={asset} />
</Entity>
);
};
Learn more about the GSplat Component in the PlayCanvas documentation.
Properties
| Name | Type | Default |
|---|---|---|
customAabb? | BoundingBox | nullSets a custom object space bounding box for visibility culling of the attached gsplat.
Gets the custom object space bounding box for visibility culling of the attached gsplat.
Returns the custom AABB if set, otherwise falls back to the resource's AABB. | - |
material? | - | |
castShadows? | booleanSets whether gsplat will cast shadows for lights that have shadow casting enabled. Defaults
to false.
Gets whether gsplat will cast shadows for lights that have shadow casting enabled. | - |
lodBaseDistance? | numberSets the base distance for the first LOD transition (LOD 0 to LOD 1). Objects closer than
this distance use the highest quality LOD. Each subsequent LOD level transitions at a
progressively larger distance, controlled by GSplatComponent#lodMultiplier . In world
units, and compensated for the camera's field of view. How these distances combine with the
scene's splat budget is set by GSplatParams#splatBudgetMode : in target mode they only
shape the falloff and how detail divides between splats, in limit mode they decide the
detail. Clamped to a minimum of 0.1. Defaults to 5.
Gets the base distance for the first LOD transition. | - |
lodMultiplier? | numberSets the multiplier between successive LOD distance thresholds. Each LOD level transitions
at this factor times the previous level's distance, creating a geometric progression. Higher
values keep finer detail further from the camera, at a higher memory cost; lower values
switch to coarser levels sooner. LOD distances are compensated for the camera's field of
view - a wider FOV makes objects appear smaller on screen, so LOD switches to coarser levels
sooner. Clamped to a minimum of 1.2. Defaults to 3.
Gets the geometric multiplier between successive LOD distance thresholds. | - |
lodRangeMin? | numberSets the minimum allowed LOD index (inclusive) for this splat. The optimal LOD selected by
distance is clamped so it never goes finer (lower index) than this value. The value is
further clamped to the asset's valid LOD range `[0, octree.lodLevels - 1]` at use. Setting a
higher minimum prevents downloading the highest quality (largest) LOD files. Defaults to 0.
Gets the minimum allowed LOD index. | - |
lodRangeMax? | numberSets the maximum allowed LOD index (inclusive) for this splat. The optimal LOD selected by
distance is clamped so it never goes coarser (higher index) than this value. The value is
clamped to the asset's valid LOD range `[0, octree.lodLevels - 1]` at use, so the default of
99 effectively means "no cap". Defaults to 99.
Gets the maximum allowed LOD index. | - |
workBufferUpdate? | numberSets the work buffer update mode.
Splat data is rendered to a work buffer only when needed (e.g., when transforms change).
Can be:
- WORKBUFFER_UPDATE_AUTO: Update only when needed (default).
- WORKBUFFER_UPDATE_ONCE: Force update this frame, then switch to AUTO.
- WORKBUFFER_UPDATE_ALWAYS: Update every frame.
This is typically useful when using custom shader code via setWorkBufferModifier
that depends on external factors like time or animated uniforms.
Note: WORKBUFFER_UPDATE_ALWAYS has a performance impact as it re-renders
all splat data to the work buffer every frame. Where possible, consider using shader
customization on the gsplat material (`app.scene.gsplat.material`) which is applied
during final rendering without re-rendering the work buffer.
Gets the work buffer update mode. | - |
layers? | number[]Sets an array of layer IDs (Layer#id ) to which this gsplat should belong. Don't
push, pop, splice or modify this array. If you want to change it, set a new one instead.
Gets the array of layer IDs (Layer#id ) to which this gsplat belongs. | - |
asset? | number | Asset<string>Sets the gsplat asset for this gsplat component. Can also be an asset id.
Gets the gsplat asset id for this gsplat component. | - |
resource? | GSplatResourceBase | nullSets a GSplat resource directly (for procedural/container splats).
When set, this takes precedence over the asset property.
Gets the GSplat resource. Returns the directly set resource if available,
otherwise returns the resource from the assigned asset. | - |
system? | ComponentSystemThe ComponentSystem used to create this Component. | - |
entity? | EntityThe Entity that this Component is attached to. | - |
enabled? | booleanSets the enabled state of the component.
Gets the enabled state of the component. | - |