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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 three asset types:

Asset
Formats
Typical use

.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

All assets of a map 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 these assets lands in the right place at runtime. See Coordinate Systems.

What each input produces

Input
Mesh
Gaussian Splat
Panoramas

360 video (raw .insv or stitched .mp4)

Yes (raw and textured)

Yes (.ply, .spz)

Yes

Point cloud (.e57, MatterPak)

Yes (raw and textured)

No

Yes

MultiSet App / Unity SDK capture (LiDAR)

Yes (raw and textured)

No

No

Gaussian Splat (.ply + poses.json)

Yes (reconstructed from the splat)

Yes, re-aligned to the mesh (.ply, .spz)

No

A mesh is always produced, whatever the input, so occlusion, physics, and editor-time content placement work the same way for every map.

360 video is the only input that produces the full set. One hand-held walk yields a navigable tour, a mesh, and a splat of the same space.

Point cloud inputs carry their own panoramic imagery, so .e57 and MatterPak scans get a navigable tour as well as a mesh. LiDAR captures from the MultiSet App and Unity SDK have no panoramic imagery, so they produce a mesh only.

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.

Panoramas are published for any input that carries 360° imagery: 360 video captures, and .e57 or MatterPak scans with embedded panoramas. Check hasPano on Map details to see whether a given map has a tour.

Where to find them

In the Developer Portal, open a map from the Maps list. The Map Details toolbar gives you each asset:

Map Details toolbar with View Mesh, View Splat and View Pano buttons
Map Details toolbar: View Mesh for the mesh, View Splat for the Gaussian Splat, View Pano for the 360° tour.
  • 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.

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