PlayCanvas Engine 2.3 Released

Creating custom shaders with 3DGS is getting easier and more.

Creating custom shaders with 3DGS is getting easier and more.

Michael Rubloff

Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

PlayCanvas

PlayCanvas continues to push out updates that affect their 3DGS editor and visualizer with the release of Engine 2.3.0.

Starting off the updates, Spherical Harmonics have been added to compressed PLY format. This has some really interesting implications. This means that the hyper-real hallmark of the Radiance Field method, Gaussian Splatting will still be retained in the compressed version, when it is run through their pipeline. This is really exciting because it means people’s captures will look extra real, while still being flexible in size.

Additionally, another large change was merged into the Engine for this release and it’s a new shader architecture with several updates, all of which make it much easier to write custom shaders using the hyper real radiance fields. 

The compressed and uncompressed Gaussian Splat material shaders are now unified, providing a single streamlined system. This means it’s now easier than even to write custom shaders for Gaussian Splatting. You don’t need to worry about whether the data is in its original form or compressed when building shaders.

Leveraging preprocessor directives such as #include and #if, the shader code is now modularized, enabling better organization and readability. This modularity also simplifies the process of enabling or disabling features for specific rendering needs.

Developers can now introduce custom implementations for specific shader operations through chunk overrides, paving the way for enhanced flexibility and experimentation.

Both SuperSplat and the larger PlayCanvas Engine remain free and permissibly licensed. Most recently, SuperSplat was merged into Arrival Space for people to edit their captures in the interactive environment. 

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Michael Rubloff

Michael Rubloff

Written by Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

More from Michael Rubloff

More from Michael Rubloff

Platforms

Hesai Launches Kosmo, a Lidar and 8K Capture System Built for Gaussian Splatting

Hesai launches Kosmo, pairing the Kosmo One lidar and 8K capture device with Kosmo World cloud reconstruction of Gaussian splats, meshes and depth data.

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Oct 15, 2026

Hesai Kosmo

Platforms

Hesai Launches Kosmo, a Lidar and 8K Capture System Built for Gaussian Splatting

Michael Rubloff

Oct 15, 2026

Hesai Kosmo

Platforms

Hesai Launches Kosmo, a Lidar and 8K Capture System Built for Gaussian Splatting

Hesai launches Kosmo, pairing the Kosmo One lidar and 8K capture device with Kosmo World cloud reconstruction of Gaussian splats, meshes and depth data.

Michael Rubloff

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Hesai Kosmo

News

Gracia Introduces a World Reconstruction Model for Physical AI and Sports Replays

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News

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News

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Gracia's World Reconstruction Model turns real multi-camera footage into accurate 4D scenes for sports replays, VFX and film, 4DGS processing and robotics.

Michael Rubloff

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News

John Knoll Used Gaussian Splatting for Razor Crest Interior in The Mandalorian and Grogu

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News

John Knoll Used Gaussian Splatting for Razor Crest Interior in The Mandalorian and Grogu

Michael Rubloff

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News

John Knoll Used Gaussian Splatting for Razor Crest Interior in The Mandalorian and Grogu

ILM's John Knoll used Gaussian splatting to capture the Razor Crest interior for The Mandalorian and Grogu, roughly 20,000 images shot in 15 to 20 minutes.

Michael Rubloff

Oct 14, 2026

Mandalorian Gasussian splatting

New to Gaussian Splatting? Start here

Radiance fields, explained from the ground up: what a Gaussian splat is, how to capture one, and which tools and gear to start with.

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