When dragging the .PLy (330 mb) into the asset window it gave me a message that the filesize was too big. I wasnt able to drag in the .splat variant (which is smaller)
Maybe I should host the file on my server and learn how to add the url to the scene instead.
Thanks, I didnt notice the menu was longer so had not seen the compressed ply export.
Is there a tutorial that will help me create a web element I can embed in a website using a .ply? I have looked at some of your videoâs but Canât seem to find the right one. I created a legacy model element to drag it in there, I tried a bunch of ways to add the .PLY to the scene but I canât seem figure out how⌠I all honesty, the project is a bit bigger even. Iâd like to also have the QR to AR features accessible aswell. But to start off, a way to host my 3DGS on a site would be really usefull.
Hi. Is the feature supported in the editor?
I tried to embed the playcanvas-extras.js into a project and load a ply
it doesnât return error, it seems able to create a render with meshinstance in it, but it doesnât render.
We currently need to specify a filter when loading the PLY asset because by default only a few bits of data are loaded (the rest are ignored to save memory).
That doesnât seem to be the problem. In Chrome using that link, clicking Editor, then clicking Launch, I get an error on the same line (a different error than Firefox, but still broken).
EDIT: running from the linked page using âPlayâ does work however. Is the âPlayâ version different to the Editor version or do they launch via a different process perhaps?
EDIT2: I notice that the included âplaycanvas-extras-1.67.0.jsâ is a higher version than the playcanvas Engine version which is 1.66.3.
Steps to repro in Chrome: open the project using that link, press editor, press launch.
Windows 10 Pro, GTX 3080.
The FF issue is almost certainly why Iâve got a black screen in that browser when pressing âPlayâ but is not related to the console log errors that I reported from using âLaunchâ there.
Interestingly the two browsers give slightly different errors on the same line when the project is launched.
Chrome says âundefined prototypeâ
FF says âsuperclass is undefinedâ
They both trace back to playcanvas.RenderPassShaderQuad being undefined when _inheritsLoose is called with subClass = RenderPassCompose (superClass should be RenderPassShaderQuad)
Iâm still seeing the same errors when using launch, in both FF and Chrome.
The launch link is PlayCanvas | HTML5 Game Engine
Am I doing something wrong?
The dropdown should appear when you hover over the Launch button. If you have read-only access to the project then the options donât appear (but probably should!).
Probably best if you fork your own version of the project and run that.