Output Asset
Every processed map produces viewable, downloadable assets: panoramas, meshes, and Gaussian Splats. Which ones you get depends on what you uploaded.
Overview
Localization runs on a map's feature data, which stays inside the platform and is never downloaded. Alongside it, processing produces output assets: visual representations of the same space that you can preview in the Developer Portal, download, and load into your app, engine, or BIM tool.
There are four asset types:
.glb in two variants: raw (untextured geometry) and textured
Occlusion, collision and NavMesh, content placement in the Unity Editor, BIM and analytics exports
.ply (raw) and .spz (compressed)
Photoreal preview and measurement, web and mobile splat viewers
Equirectangular panorama images, one per capture point, with position, orientation, and neighbour links
360° Virtual Tour, remote walkthroughs, comparing a space across map versions
map.pcd, a binary PCD of XYZ points at 5 cm spacing
Measurement, clash detection, importing the space into CAD, BIM, or point cloud tooling
The mesh, the splat, and the panoramas share one coordinate frame: the map's local frame, with the origin at (0, 0, 0), +Y up, and metric scale. A VPS query returns poses in that same frame, so content aligned to any of those assets lands in the right place at runtime. See Coordinate Systems.
The point cloud is the exception: map.pcd is right-handed with +Z up. To overlay it on the mesh you have to convert. See Point cloud.
What each input produces
MultiSet App / Unity SDK capture (LiDAR)
Yes (raw and textured)
Yes
No
No
Gaussian Splat (.ply + poses.json)
Yes (reconstructed from the splat)
Yes
Yes, re-aligned to the mesh (.ply, .spz)
No
A mesh and a point cloud are always produced, whatever the input, so occlusion, physics, measurement, and editor-time content placement work the same way for every map.
"On request" means opt-in at upload. Panoramas and Gaussian Splats are only built when you ask for them. Set source.metadata.assets when you create the map, for example ["pano"] or ["splat", "pano"]. See Optional assets.
360 video is the only input that can produce the full set. One hand-held walk yields a mesh, a point cloud, and, if you request them, a navigable tour and a splat of the same space.
Point cloud inputs carry their own panoramic imagery, so .e57 and MatterPak scans can produce a navigable tour if you request pano. LiDAR captures from the MultiSet App and Unity SDK have no panoramic imagery, so no tour is available for them at any setting.
Gaussian Splat uploads get a reconstructed mesh plus their own splat back, with modified coordinates: the returned .ply and .spz are transformed into the map's coordinate frame so the splat sits exactly on the generated mesh. Render the returned file rather than the one you uploaded, otherwise your splat and your VPS poses will not line up.
source.metadata.assets is read once, when the map is created, and cannot be added later. A map uploaded without pano has no tour, and the Pano APIs return 404 for it. Getting a tour then means creating a new map and uploading the scan again.
Where to find them
In the Developer Portal, open a map from the Maps list. The Map Details toolbar gives you each asset:

View Mesh opens the mesh viewer, where the raw and textured GLB files can be downloaded.
View Splat opens the splat viewer, which also hosts the measure-to-scale tool.
View Pano opens the 360° Virtual Tour.
Outside the portal, meshes can be pulled into the Unity Editor with the Map Mesh Downloader, and every asset file can be fetched over REST with the /file endpoint, which exchanges a storage key for a short-lived download URL.
Output assets are for visualization and authoring. Replacing or editing them does not change localization accuracy, which is computed from the map's feature data. See Map Operations.
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