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Unity-VR-Gaussian-Splatting (ninjamode) — How-To (Setup and VR Execution)

This document describes the workflow used for Unity-VR-Gaussian-Splatting (ninjamode), including:

  • Unity project setup
  • project configuration
  • model import
  • Gaussian Splatting Asset usage

References


1. Overview

Unity-VR-Gaussian-Splatting (ninjamode) is a Unity-based rendering package that extends the original UnityGaussianSplatting (aras-p) implementation by adding Virtual Reality (VR) support.

The workflow consists of:

  1. Open the Unity project
  2. Import a .ply Gaussian Splatting model
  3. Configure XR settings
  4. Run in PCVR mode
  5. Inspect the reconstruction in VR

2. Prerequisites

  • The repository works with: HTC Vive series headsets, Varjo Aero, Quest Pro, Quest 3
  • In this work, it was tested with the Unity Editor Version 2022.3.47f1

3. Clone the Repository

git clone https://github.com/ninjamode/Unity-VR-Gaussian-Splatting.git

Open the project using Unity Hub.


4. Scene Preparation

XR configuration was performed via Project Settings → XR Plug-in Management, enabling OpenXR.

Import the .ply files into the Unity project as Assets using: Tools → GaussianSplats → Create Gaussian Splat Asset.

During import, the asset quality level can be selected from the available presets: Very Low, Low, Medium, High, Very High.

In a Unity scene properly configured for XR (including an XR Origin for headset tracking), create an empty GameObject and add the Gaussian Splat Renderer component. Assign the Gaussian Splat Asset to its Asset field in order to render the reconstruction inside the VR environment.


5. Using Gaussian Splatting Reconstructions inside the Unity Project

After completing the steps above, the imported Gaussian Splatting Asset can be rendered directly inside the Unity scene through the Gaussian Splat Renderer component and behaves as a scene object.