SplatBridge Brings Streamed Gaussian Splats and Splat Colliders to Unity 6

SplatBridge 1.0.4 imports SOG, SPZ and 3DGS PLY into Unity 6, streaming city-scale captures under a fixed GPU budget and baking splats into a MeshCollider.

SplatBridge 1.0.4 imports SOG, SPZ and 3DGS PLY into Unity 6, streaming city-scale captures under a fixed GPU budget and baking splats into a MeshCollider.

Michael Rubloff

Michael Rubloff

Michael is the Founder and Managing Editor of Radiancefields.com

SplatBridge

Stray Cats has released SplatBridge 1.0.4, a Unity package that imports SOG, SPZ and 3DGS PLY captures and streams them under a fixed GPU budget.

A bundled .sog, .spz or .ply dropped into a project becomes a render ready GaussianSplatAsset with no external converter and no command line, and SplatRuntimeLoader.LoadFromFile(path) does the same at runtime. SOG is the PlayCanvas and SuperSplat container and SPZ is Niantic's.

Streaming runs under a hard resident splat budget with one quality knob, Splat Quality Pixels, shipped at a fixed 2 px on every platform, and an optional Auto preset resolves it per platform instead. An under sized budget draws the whole scene coarser and never opens holes in it, because the plan pays for every cell of the dataset before it spends anything on detail. The bake log and the inspector report a coverage gate verdict in the editor. A one click .splatbake turns a streamed SOG dataset into GPU ready records, so a runtime chunk load is a seek and a read with no image decoding.

Depth sorting is a radix sort in compute with an automatic CPU fallback, and splats depth test against scene geometry, so scanned content sits behind walls and props. SH bands 1 to 3 are evaluated per view and switchable per object.

One context menu entry builds a MeshCollider from the splats by opacity weighted voxel occupancy, with a weight threshold that filters out lone floater noise. The collider covers the whole dataset regardless of what is currently streamed in, so CharacterController, Rigidbody, raycasts and NavMesh baking all work against a scan. Five reveal and hide patterns, Scatter, FromPoint, Rain, Dissolve and Sweep, animate the gaussians in the vertex shader, and a VFX Graph bridge samples the live splat buffers.

SplatBridge requires Unity 6000.x, tested on 6000.0 through 6000.5, and supports Built-in, URP and HDRP on Windows and macOS desktop plus Android. PC VR is URP only through OpenXR with Single Pass Instanced and Multiview. Quest 3 standalone runs the same importer, streamer and sort path and is labelled experimental by Stray Cats. WebGL is not supported, and the stated reason is that streaming needs file IO and compute.

Streaming reads local files, with no HTTP streaming yet, and requires the baked format. Version 1.0.4 has no splat editing, and Stray Cats points users at SuperSplat to edit and re-export. SplatBridge is $24.99 under an Extension Asset license, half off a $49.99 list, in a 27.8 MB package.

It is available now on the Unity Asset Store.

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