Skip to content

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

  1. Open res://scenes/benchmark_unified.tscn.
  2. If needed, add the splat node the sample scene expects.
  3. Set PLY File Path to res://tests/fixtures/test_splats.ply.
  4. Press F6 to play the scene.

You should see: - a visible splat in the viewport

If It Fails

Flow Reference

Diagram of the first-run path from a fork-built editor to a visible sample splat

The first-run path is a short proof loop: point at your editor, seed the synthetic fixture asset, open the sample project, and confirm a visible splat in the benchmark_unified scene.