In this Unity window, you can modify the parameters of your files in order to have an optimize view of your PointClouds or just visualize is as you wanted with your own parameters.


Point Cloud Appearance

Point Cloud Appearance component will handle how your points will be displayed.


  • Point: simple dots
  • Splat: plane circle with all same diameter
  • AdaptativeSplat: plane circles with differents diameters
  • AdaptativeConeSplat: plane circles with differents diameters
  • Custom: define your own rendering shader


Min depth split size: size / diameter of your splat


  • RGB: display the raw point cloud colors
  • Gradient: define a gradient using Unity to color your point clouds according to the global height (Y axis in Unity Editor).

Post process

You can use Eye Dome Lighting (EDL) to outline your points and give some shape to your point clouds:

  • EDL Radius: radius of the outline effect. The higher the value is the thicker your outline is.
  • EDL Magnitude: intensity of the "fake lighting".

Post processing

Unity standard post processing package is supported. You can add fancy bloom or depth of field effect on your Unity camera.


Point Cloud Field

Fields are additional data you can have on your point clouds such as the distance computed between your point cloud and a 3D geometry. This is sort of metadata for each one of your point.

If you didn't run any computation, this field will be empty. You can use this field to quickly switch between a computation result or your raw point cloud.

Point Cloud Streamer

Use to configure your point cloud properties:

  • File path: The path where to find your file imported.
  • Point count: total number of points in this loaded point cloud.
  • Point budget: how many points you want your computer to render at most, we handle ourself which point are the more convenient to render - Move the slider to choose your point budget.
  • View camera: which camera will be used to render to PCL (used by point budget to determine which point to render for exemples) and also for optimizations.

Main Camera

If you use Cinemachine or have multiple cameras in your scene, you can set the View camera to Main camera. Thus, point cloud streamer will always use the current rendering camera.

When you import your point cloud such as e57, it is converted to an internal Stipple file (.db file). You can skip the conversion process if you already have a .db Stipple file.

Create a Point Cloud Streamer component in your Unity scene. Click on "Relink db" and select the appropriate .db file. Reloading of a .db file should be almost instantaneous.

Point Cloud Cross Section

In order to see a cross-section of your point clouds, you can create a new GameObject.

  1. Click on GameObject menu, Create Empty
  2. Add a Point Cloud Cross Section component to your GameObject.
  3. Move or rotate this GameObject.


Cross section across multiple point clouds

Cross section is global and will affect every point clouds in your scene.