Issues with Gaussian Splatting integration in Meta Spatial SDK (v0.9.2) – Standalone Quest 3
Hi everyone,
I am an architect and urban planner, developing VR/MR projects in my spare time. I’m currently working on a native Quest 3 application to view Gaussian Splats for highly detailed virtual project tours.
My Goal:
Render native Gaussian Splatting (3DGS) on Quest 3 (Standalone).
Synchronize the splat position with the real world for a seamless transition from Mixed Reality (MR) to Virtual Reality (VR) with a skybox.
Targeting a minimum of 150k splats with stable performance.
Previous Attempts: I initially used Unity with the Aras/Ninja implementations. While it works perfectly via Oculus Link (PCVR), it’s not viable for my needs because:
PC Builds don't support the specific MR features I need for this project.
The Android build (standalone) performance is extremely poor, even with optimized settings and a small 50k splat PLY file (unusable frame rates).
Current Issue with Meta Spatial SDK: I’ve switched to the Meta Spatial SDK (Packages v0.9.2) to leverage the new native splat support mentioned here: Spatial SDK Splats Documentation.
Despite following the documentation step-by-step:
The splats do not appear in the scene.
I am getting several reference errors (MissingReference/NullReference) that I can't seem to resolve.
My Question: Has anyone successfully created a native Quest 3 APK using the Spatial SDK to run Gaussian Splats (~150k splats)? If so, could you share the correct workflow or point out common pitfalls with this specific SDK version?
Any help or documentation beyond the official guide would be greatly appreciated!
