Unity + PCX Point Cloud Import
This workflow outlines how to convert .e57 files into Unity-readable .ply files using CloudCompare and the PCX package.
β
Requirements
Unity project with PCX package installed
CloudCompare installed (v2.13+ recommended)
Original
.e57file exported from scanning tool
π Step-by-Step Workflow
1. Open .e57 File in CloudCompare
.e57 File in CloudCompareDrag and drop or use
File > Open.When prompted with the Global Shift/Scale dialog:
β Untick
Preserve global shift on saveβ Apply shift (click "Yes to All")

2. Change Colors to RGB
In the DB Tree, select the cloud (NOT the container folder).
In the Properties panel at the bottom, switch "Colors" from
ScalartoRGB.

RGB3. Re-Centre Point Cloud Around Origin (Optional but Recommended)
In the DB Tree, select the cloud (NOT the container folder).
Go to
Edit β Apply Transformation.Translate using the negative of the shifted box center:

4. Export as Binary .ply
.plySelect just the point cloud in DB Tree
Go to
File β SaveChoose format: PLY mesh (*.ply)
When prompted:
β Choose Binary format
5. Drop into Unity
Move the
.plyfile intoAssets/Resources/Unity will auto-import it via PCX and generate an
.assetSelect the
.assetand switch the "Container Type" toComputeBuffer- press Apply.

ComputeBuffer6. Render in Unity
Drag the
.assetinto the scene and align properly.
π§ͺ Troubleshooting
Problem
Fix
Nothing visible
Check camera position, point size, or global position
Still using real-world coords
Re-import .e57, apply global shift properly, uncheck preserve
Render errors
Ensure PCX is installed via Git package or direct file import
Missing RGB
Confirm export with colour data in CloudCompare
π§ Tips
For performance, keep point counts under 10 million per asset
Use
ComputeBuffer-based rendering unless you need physical collidersAlways recenter before export to avoid floating point precision issues
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