XGRIDS Adds Real Time Lights and Shadows to Gaussian Splats in LCC Unity SDK 2.2.0

Michael Rubloff

XGRIDS has released LCC Unity SDK 2.2.0, which adds real time point lights, spot lights and shadow casting to gaussian splat scenes.
A gaussian splat typically carries its illumination baked into per splat spherical harmonic coefficients, and the SDK's published feature set has covered rendering, raycasting, point cloud switching and clip boxes in Box and Sphere forms, with no lighting or shadow controls exposed. The SDK reached v1.2 in July 2025, and v1.2.18 followed the next month with local and global color editing across 2D and 3D selections, orthogonal rendering, a rendering frame lock, and standard 3DGS PLY import with and without spherical harmonics. Corner snapping in the editor arrives alongside the lighting work in 2.2.0.
Platform support extends to Ubuntu, the first Linux target for the SDK, which has otherwise run on Windows, macOS, Android, iOS, Pico 4 Ultra and Quest 3. Rendering gains three further controls. High definition output covers supersampling and off screen capture. A render mode toggle switches between Mip and No-Mip rendering in real time. Rendering layers become customizable. XGRIDS maintains a parallel Unreal plugin, where LCC4Unreal v3.0 added PLY, SOG and SPZ ingestion.
Rendering performance on both the Pico 4 Ultra and Meta Quest 3 should be significantly improved. The bug fixes also address multi LCC rendering, where individual scenes could not be moved or rotated independently, a vertically flipped image after building an .exe under URP, and shadows breaking or being disabled in Multi-Camera Mode.
A Unity project that has been matching an LCC scene to baked lighting can place a point or spot light in the scene and get real time shadows from it. It is now available for free from XGRIDS.
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