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Native Metal Gaussian splatting SDK for iOS: Swift view, GPU visibility/radix, experimental LOD and hybrid tiles. MIT source and reproducible XCFramework.

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SplatKit iOS

Native Metal Gaussian splatting for iOS 17+, A14/M1+ GPUs: asynchronous loading, GPU visibility/radix sorting, SH0–3, walk/fly input and diagnostics. MIT-licensed sources include the shared C++ engine/core. Run it on a physical device: the iOS Simulator does not report GPU family 7, so SplatMetalView.isAvailable is false and the view renders black.

SwiftPM license: MIT platform: iOS 17+

Install

Add https://github.com/Xget7/splatkit-ios in Xcode Package Dependencies and select product SplatKit. Choose exact version 0.1.0-beta.1; main may be ahead of that release, as the changelog lists. The package downloads the release XCFramework for arm64 devices and arm64/x86_64 simulators.

import SplatKit

let view = SplatMetalView()
view.loadWorld(file: worldURL)
view.resume()

loadWorld reads .spz and .lodsplat; scripts/prepare-world.sh scene.ply out/ --collider turns any Gaussian splat PLY into a world and a walk collider, and --lod adds an offline tree for scenes of several million splats. Attach the view to your hierarchy; forward resume(), pause() and release() from lifecycle events. Start motion after splatView(_:worldFrameReady:). API and experiments.

Verify

python3 scripts/sdk_harness.py check engine
python3 scripts/sdk_harness.py check metal
bash scripts/package-ios.sh

Requires Xcode, CMake and Python 3.9+; builds fetch pinned dependencies. No signing credentials or scene downloads are needed for synthetic native tests. LOD, hybrid tiles and 16-bit sorting remain experimental; quality acceptance and sustained 30/60 FPS are not guaranteed. Simulator/Mac checks are not phone benchmarks. react-native-splatkit drives renderPolicy from its policy prop; iOS device validation is pending.

About

Native Metal Gaussian splatting SDK for iOS: Swift view, GPU visibility/radix, experimental LOD and hybrid tiles. MIT source and reproducible XCFramework.

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