Gaussian Splat Asset Import Workflow
This is the canonical import page for .ply and .spz assets.
Use PLY Loader only when you need the lower-level loader rules.
Visual captures for the import dialog are still pending, so this page stays text-first for now.
Before You Import
- Keep the source file inside the project so Godot can import it.
- Finish First Run first if you have not confirmed a visible sample yet.
- Choose
.ply when that is what your source pipeline exports, or .spz when you already have a supported compressed asset.
Supported Paths
| Input |
Output |
Best for |
.ply |
Imported GaussianSplatAsset resource |
Common editor import flow |
.spz |
Imported GaussianSplatAsset resource |
Compressed splat inputs |
| Runtime load path |
In-memory GaussianSplatAsset |
Scripted loading without import-dock output |
Import Steps
- Add the source file to the project.
- Let the editor import it into a
GaussianSplatAsset.
- Assign the imported asset to your scene node.
- Verify a first visible result before you tune quality, lighting, or bake flows.
What Success Looks Like
| Scenario |
Expected result |
| Editor import |
The import produces a GaussianSplatAsset resource you can assign in a scene |
| Runtime load |
The load call returns a valid GaussianSplatAsset when the file and extension are supported |
| Scene assignment |
The node renders once the asset is assigned and the project path is valid |
Common Failure Modes
| Symptom |
Likely cause |
What to do |
| Import fails immediately |
The file is not a supported .ply or .spz asset |
Re-export or convert the file into a supported format |
| PLY import fails during validation |
Required position, color, scale, rotation, or opacity fields are missing |
Re-export with the required property set |
| Imported asset renders with limited shading detail |
Optional higher-order SH data is absent |
Re-export with the additional SH coefficients if your pipeline supports them |
| SPZ import fails early |
The file header or version is unsupported |
Recreate the SPZ with a supported toolchain |
Related Pages
Technical Flow Reference

The import workflow has two entrypoints, but both collapse into the same GaussianSplatAsset type used by scenes, bake scripts, and runtime loads.