First Run¶
Use this page after Installation when you want the shortest path to a visible splat.
Real editor screenshots for this flow are still pending, so this page stays text-first for now and keeps the diagram as a technical reference at the end.
1. Point at Your Editor¶
If you already have an editor built from this fork, set it directly:
export GODOT_BINARY=/absolute/path/to/your/godot-editor
$env:GODOT_BINARY="C:\absolute\path\to\your\godot-editor.exe"
Need to build one first? Use Build from Source, then come back here and set GODOT_BINARY to the binary you built.
After a successful build, point GODOT_BINARY at the editor in bin/:
export GODOT_BINARY=./bin/<your-editor-binary>
$env:GODOT_BINARY=".\bin\<your-editor-binary>.exe"
You should see an editor binary in bin/.
2. Generate Synthetic Starter Assets¶
python3 tests/runtime/prepare_synthetic_assets.py --quiet
python .\tests\runtime\prepare_synthetic_assets.py --quiet
You should see: - the synthetic starter asset in the sample project fixture set
3. Open the Sample Project¶
$GODOT_BINARY --path tests/examples/godot/test_project
& $env:GODOT_BINARY --path .\tests\examples\godot\test_project
You should see the sample project open in the editor.
4. Render Your First Splat¶
- Open
res://scenes/benchmark_unified.tscn. - If needed, add the splat node the sample scene expects.
- Set
PLY File Pathtores://tests/fixtures/test_splats.ply. - Press
F6to play the scene.
You should see: - a visible splat in the viewport