<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? | ShaderMaterial | nullSets the material used to render the gsplat.
**Note:** This setter is only supported when unified is `false`. When it's true, multiple
gsplat components share a single material per camera/layer combination. To access materials in
unified mode, use GSplatComponentSystem#getMaterial .
Gets the material used to render the gsplat.
**Note:** This getter returns `null` when unified is `true`. In unified mode, materials are
organized per camera/layer combination rather than per component. To access materials in
unified mode, use GSplatComponentSystem#getMaterial . | - |
highQualitySH? | booleanSets whether to use the high quality or the approximate (but fast) spherical-harmonic calculation when rendering SOG data.
The low quality approximation evaluates the scene's spherical harmonic contributions
along the camera's Z-axis instead of using each gaussian's view vector. This results
in gaussians being accurate at the center of the screen and becoming less accurate
as they appear further from the center. This is a good trade-off for performance
when rendering large SOG datasets, especially on mobile devices.
Defaults to false.
Gets whether the high quality (true) or the fast approximate (false) spherical-harmonic calculation is used when rendering SOG data. | - |
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 lodMultiplier. 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. Lower values keep higher quality at distance; higher values switch to
coarser LODs sooner. Clamped to a minimum of 1.2 to avoid degenerate logarithmic LOD
computation. LOD distances are automatically compensated for the camera's field of
view — a wider FOV makes objects appear smaller on screen, so LOD switches to coarser
levels sooner to match the reduced screen-space detail. Defaults to 3.
Gets the geometric multiplier between successive LOD distance thresholds. | - |
lodDistances? | number[] | - |
splatBudget? | number | - |
unified? | booleanSets whether to use the unified gsplat rendering. Default is false.
Note: Material handling differs between modes. When unified is false, use
GSplatComponent#material . When unified is true, materials are shared per
camera/layer - use GSplatComponentSystem#getMaterial instead.
Gets whether to use the unified gsplat rendering. | - |
workBufferUpdate? | numberSets the work buffer update mode. Only applicable in unified rendering mode.
In unified 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 workBufferModifier 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 unified 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 | AssetSets 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. | - |