So I have a .splat file of 143 MB added to the SplatRenderer.cs component and also have a GLTF Model which loads via Needle Cloud Asset in the Scene and am hosting it on Needle Cloud. It works great with Android but in iOS it is not able to load and safari webpage crashes. I thought I might be the memory allocation problem that for safari together with the 3d Model it might be to much memory to load but then I tried another GS model which is 200 MB but small in scale it loaded it perfectly on first try. I tried to reduce the scale of the model on the Gaussian Splat training software postshot but it is still not able to load the model on iPhone. I am using iPhone 13 with iOS 18 and Unity 6000.1.0f1 with Needle Engine 4.4.3.
Hi Samsmeep! Here’s a step-by-step plan to diagnose and address the loading issue with your 143 MB Gaussian Splat (.splat) file on iOS using Needle Engine:
Pseudocode/Plan
- Gather more device/browser logs to confirm memory-related crashes.
- Compare properties of the two GS models (one loads, one doesn’t):
- Splat count, resolution, dimensions, attribute channels, compression, etc.
- Test loading models with only one asset at a time (Splat or GLTF) to isolate culprit.
- Try splitting/loading a reduced version of the problematic GS model.
- Check for iOS/Safari-specific file loading or WebGL memory limitations.
- Review Needle Engine logs for errors/warnings during .splat load.
- Confirm SplatRenderer.cs settings (custom settings can impact memory).
Potential Code/Settings Checks
- In SplatRenderer, see if there’s a memory budget or async loading option.
- Use browser devtools (Web Inspector on Mac) for memory profiling.
- Inspect Needle Engine console for JS/WebGL-related errors.
Suggested Next Steps:
- Can you provide details about:
- The number of splats (points) in each model?
- SplatRenderer settings (max points, downsampling, async, LOD)?
- Logs from Safari’s Web Inspector, especially during the crash?
- If your .splat file uses unusual attributes (e.g., lots of per-point metadata), that may expand memory requirements even if file size is not bigger.
Tips for Good Questions:
- Attach error logs/screenshots if crashes occur.
- Mention specific settings or files that are different between working/broken cases.
- Share the asset links if possible for remote inspection (privately, if needed).
Useful links:
Next steps:
- Please share SplatRenderer settings and logs from Safari Web Inspector when it crashes.
- Let me know the number of splats and properties of both models.
Would you like help on how to get detailed memory logs on iOS, or on reducing GS memory consumption further?
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Hi!
I believe you’ll have to make the file smaller. 140 MB will either way not be a good experience for users – this is a potentially very long download. SplatRenderer can load compressed files, and you may not need as many spherical harmonics bands (or not at all), and you might want to make less splats overall in Postshot.
The pure filesize of the splat file is not all, there can also be other differences (e.g. memory layout, sh bands, …) that affect runtime memory usage.
perfect. I think https://splat-converter.glitch.me/ convertor is going to be helping here a lot