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A lightweight Unity package for visualizing triangle splats from COFF files, inspired by the Triangle Splatting project. Includes chunked loading, frustum culling, and optional mesh collider generation.

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UnityTriangleSplatting

Introduction

UnityTriangleSplatting is a Unity package for visualizing triangle splats from COFF files, inspired by the Triangle Splatting project. It supports chunked loading, frustum culling, and optional mesh collider generation for interactive exploration of large triangle datasets.

Features

  • Load and render .off (COFF) triangle files
  • Chunk-based loading for performance
  • Frustum culling for real-time optimization
  • Optional mesh collider generation
  • Vertex color support for per-vertex shading

Example

Triangle Splatting Example

💡 You can drag and drop the TriangleSplatRenderer prefab in your scene and your file will be loaded at runtime.

Installation

Option 1: Clone the repository

  1. Clone this repository:
    git clone https://github.com/KillianCartelier/UnityTriangleSplatting.git
  2. Open your Unity project.

Option 2: Import the Unity package

  1. Download the TriangleSplatUnity.unitypackage file from the repository.
  2. In Unity, go to Assets > Import Package > Custom Package...
  3. Select the downloaded .unitypackage file and import all assets.

Usage

  1. Drag and drop the TriangleSplatRenderer prefab in your scene.
  2. Set the path to your .off file.
  3. Press Play to visualize the triangle splats in the scene.

Requirements

  • Unity 2022.3+ (tested with Unity 6 beta)
  • A COFF file with triangle and color data

To-Do

  • Runtime .off file loader via UI
  • Support for mesh Export

License

This project is licensed under the MIT License.

Contributing

Contributions are welcome! Feel free to:

  • Open issues for bugs or suggestions
  • Submit pull requests with improvements
  • Share your use cases and feedback

About

A lightweight Unity package for visualizing triangle splats from COFF files, inspired by the Triangle Splatting project. Includes chunked loading, frustum culling, and optional mesh collider generation.

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