Handheld SLAM and 3DGS Game Scene Production Solution
I. Background
1. Technical Approach Comparison

2. Handheld SLAM Solution
Due to the limitations of traditional technical approaches, the video game industry needs new workflows to optimize production for static, non-interactive large-scale scenes, such as cinematic CG environments.
To address this need, this solution adopts a workflow that combines a handheld SLAM LiDAR 3D scanner, 3DGS modelling technology and Unreal Engine. Raw data is collected using SHARE SLAM S20, processed with SHARE PointClouds Studio to generate 3D point clouds and 3DGS scene models, and then imported into Unreal Engine for game scene production.

II. Solution Overview
1. Introduction to SLAM Components
Data acquisition hardware: SHARE SLAM S20, used to quickly capture raw point cloud data.
Engineering control app: SHARE Capture, used to start and stop scanning operations, configure parameters and monitor real-time data.
Data preprocessing software: SHARE PointClouds Studio, used to reconstruct point clouds and output modelling data.





2. Modelling and Scene Production Components
3D Gaussian modelling software: SHARE PointClouds Studio, which uses data collected by SHARE SLAM S20 to generate 3DGS models.
Game engine launcher: Epic Games Launcher, Epic Games’ platform and launcher that provides download, installation and startup access for Unreal Engine.




3. Technical Process Overview
Capture scene selection: Select corresponding real-world locations based on the type of scene required for the game project, such as ancient architecture or other large-scale static environments.
Raw data collection: Use SHARE SLAM S20 to collect raw data in accordance with the 3DGS Data Acquisition Tutorial.
Data preprocessing and 3DGS modelling: Process point clouds in SHARE PointClouds Studio, output point cloud data and distortion-corrected images, and generate 3DGS models.
3DGS model format conversion: Import the PLY-format 3DGS model generated by SHARE PointClouds Studio into Postshot, then export it as a .psht file.
Game scene production: Import the .psht 3DGS model into Unreal Engine and build the game scene according to project requirements.
III. Technical Procedure
1. Software and Plugin Installation
Visit Jawset Postshot to download the installer. After downloading, run the installer and select the corresponding Unreal Engine import plugin according to your engine version. Jawset Postshot currently supports Unreal Engine 5.4, 5.5 and 5.6, and version 5.5 is recommended.
Epic Games Launcher can be downloaded from the official Unreal Engine website. After installation, open Epic Games Launcher, go to the Unreal Engine section, enter Library, and install the required Unreal Engine version to ensure the Jawset Postshot plugin can be called correctly for scene import.


2. Output the 3DGS Model
Refer to the 3DGS Scanning Guide and export the 3DGS model in SHARE PointClouds Studio. Then import the model into Jawset Postshot. In the main interface, select Save or Save As... under the File tab in the upper-left corner, and save the file in .psht format.


3. Create a Project and Enable the Plugin
Launch Unreal Engine through Epic Games Launcher and create a new project as needed. Unreal Engine 5.5 includes templates such as Blank, First-Person, Third-Person and Top-Down projects.
After entering the main interface, enable the plugin installed together with Jawset Postshot so that .psht files can be imported correctly. Open Plugins under the Edit tab, locate the Jawset Postshot plugin in Installed Plugins, check the enable box, and restart the project as prompted.


4. Import the Model
After restarting the project, the Content Browser appears at the bottom of the default view. If it is hidden or accidentally closed, reopen it through the Window tab. Right-click the blank area in the Content Browser to create a new folder for storing imported .psht files.
After the folder is created, open it and drag the saved .psht file into the folder inside the Content Browser. Wait for the import to complete.


5. Model Adjustment
Drag the imported .psht file into the Unreal Engine main interface. The 3DGS model will then load into the scene. Its position can be adjusted by dragging the coordinate axes or by entering coordinates directly, and the model scale can also be modified to match the production requirements.
Because a 3DGS model does not include collision volume by default in Unreal Engine, it is recommended to manually align the base of the model with the project’s default ground or with a custom ground plane. After positioning is complete, click the Play button at the top of the interface to test the interaction.

IV. Scene Display
1. Third-Person Game

2. First-Person Game

3. Blank Project

Consult Now
Leave your contact information, and our dedicated consultant will contact you as soon as possible
Product Type You Are Interested In (Single Choice)

简历上传
+
大小不超过10MB,支持doc,docx,pdf
获取链接
.png)
.png)
.png)













