Using the Domain LCC 3D Gaussian Splatting Data
This document describes how to align the domain LCC 3D Gaussian splatting data to the block mesh in the Unity Editor to assist with application development.
Important
This document is only applicable to users who need to load and browse the Mesh and LCC 3DGS simultaneously in the Unity Editor after collecting data and completing mapping using the Domain device. The mapping results from other devices do not contain LCC 3DGS data, so the method described in this document cannot be used to load LCC 3DGS.
Before You Start
- Collect spatial data using the XGRIDS device and export the LCC file
- Load the 3D real-world mesh
- Quick start for LCC Unity SDK development
Important
Since the Domain may modify its data and SDK behavior, if the following description is inconsistent with the official documentation, please refer to the Domain official documentation.
If you encounter problems when using the Domain LCC 3DGS data, please contact the Domain technical support.
Aligning LCC 3DGS and Mesh Data
In the Unity Editor, use the Mega tool to load and render the Mesh, and use the LCC SDK to load and render the LCC 3DGS at the same time.
Configuring the LCC SDK Components
Add the LCC Manager and LCC Renderer components provided by the LCC Unity SDK in the Hierarchy.
Drag the LCC Renderer under the corresponding Block node as its child node to keep the Transform of the LCC 3DGS relative to the Block unchanged.
Then modify the Transform of the LCC Renderer:
- Change
Positionto(0, 0, 0) - Change
Rotationto(-90, 0, 0) - Change
Scaleto(-1, 1, 1)

Important
According to the Domain official documentation, due to the difference between the underlying data coordinate system definition and Unity, the Rotation and Scale of the Transform of the LCC Renderer must be modified as done in the LCC official Sample, otherwise the 3DGS cannot be aligned with the Mesh.
If the Domain data coordinate system changes, resulting in the data still not being aligned after the above modifications, please contact the Domain technical support to solve the problem. The EasyAR data coordinate system definition usually does not change.
Adding the Editor Scene Camera Synchronization Script to the Camera
Add the SceneGameCameraSync script provided in the LCC Unity SDK Sample to the scene camera.

Important
In the edit mode, this script is required to synchronize the pose and FOV of the editor scene camera to render the 3DGS. In the running mode, this script must be Disabled.
After completing the above operations, the two data can be aligned after loading the 3DGS and Mesh simultaneously. At this time, you can check whether the 3DGS is aligned with the Mesh. After the data is aligned, the rendering result of the 3DGS should completely coincide with the rendering result of the Mesh.

Although it is feasible to render the 3DGS and Mesh simultaneously, the visual effects will interfere with each other. It is recommended to display only one of them when arranging the content.
Viewing the LCC 3D Gaussian Splatting
In the scene where you need to view the LCC 3DGS, it is recommended to hide the Mesh and only display the 3DGS rendering result to avoid visual interference from the Mesh.
Uncheck the Mesh option to hide the Mesh.

Then enter the correct path of the LCC file in the Inspector panel of the LCC Renderer, click the More (⋮) button in the upper right corner > click Render to trigger the 3DGS rendering.

At this time, only the 3DGS rendering result is displayed.

Viewing the 3D Real-World Mesh
Viewing the 3D real-world mesh can facilitate operations such as content annotation.
Click the More (⋮) button in the upper right corner of the Inspector panel of the LCC Renderer > click unRender to stop the 3DGS rendering.

Select the Mesh option to display the Mesh.

At this time, only the Mesh is rendered in the editor.


