Output Asset
Every processed map produces viewable, downloadable assets: panoramas, meshes, and Gaussian Splats. Which ones you get depends on what you uploaded.
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Every processed map produces viewable, downloadable assets: panoramas, meshes, and Gaussian Splats. Which ones you get depends on what you uploaded.
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:
.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.
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.
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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