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  • Lixel PortalCam Series

    • PortalCam P1

      • Product Overview
      • Basic Operation
      • Using the LCC Scan App
      • Maintenance and Care
      • FAQ
  • Lixel K Series

    • Lixel K1

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
    • Lixel K2

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Map Fusion
      • Route Planning Suggestions for Typical Scenes
      • Precautions
      • FAQ
  • Lixel L Series

    • Lixel L2 Pro

      • Product Overview
      • Basic Operation
      • Device Activation and Connection
      • Scanning Workflow
      • Acquire Point Cloud Data with Absolute Coordinate
      • Measure Point
      • Appendix
      • FAQ
    • Lixel L3

      • Product Overview
      • Basic Device Functions
      • Device Activation and Connection
      • Data Capture
      • Capturing Absolute Coordinates
      • Appendix
  • Lixel Studio

    • Version and Copyright
    • Installation and Activation
    • Software Interface
    • File Operations
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  • Lixel CyberColor

    • LCC Studio

      • Getting Started
      • Version and Updates
      • Download and Installation
      • Interface Overview and Navigation
      • Before Reconstruction
      • Model Reconstruction
      • Single Model Reconstruction
      • Map Fusion
      • Aerial-Ground Fusion
      • Aerial Reconstruction
      • My Models
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      • Settings and Account
      • Converter
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      • FAQ
    • LCC Scene Editor

      • Version & Updates
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      • Scene Navigation Modes
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    • Capture Guide

      • Overview
      • Capture Devices Overview
      • General Capture Principles
      • Indoor Scene Capture
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      • Large-Scale Capture (Map Fusion)
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      • Object Capture
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      • HD Enhancement
      • Control Points (Lixel P1)
      • FAQ and Troubleshooting
    • LCC Studio Linux

      • Product Overview
      • Architecture Guide
      • Installation and Deployment Guide
      • Container Startup Parameters Guide
      • CodeMeter Offline Licensing Deployment Guide
      • API Reference
      • Appendix - Developer Data Guide
      • Appendix - Error Code List
      • Single-Machine Multi-GPU Cluster Deployment QuickStart
    • Best Practices

      • Merging Multiple Large 3DGS Models
    • Version History
  • Plugin & SDK

    • Unreal

      • Introduction
      • Quick Start - Windows
      • Quick Start - Linux
      • Quick Start - Quest3
      • Editions and Licensing
      • Rendering
      • Tiled Rasterization (Experimental)
      • Visual Settings
      • Normals and Lighting
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        • Relighting 3DGS with a LixelStudio Mesh
      • API Reference

        • ALCCActorBase
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        • v3.4.0
        • v3.3.1
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        • v0.3.0
        • v0.0.5
        • v0.0.4
        • v0.0.3
        • v0.0.2
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    • Unity

      • Unity SDK Introduction
      • Technical Features
      • Development Environment Requirements
      • PC Quick Start Guide
      • Project Settings Optimization Guide
      • Pico 4 Ultra Development Guide
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      • Quest 3 Development Guide
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      • OpenXR Development Guide
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      • Feature Development Guide

        • Multi-Scene Mixed Rendering Development Guide
        • Shadow Receiving Development Guide
        • Real-Time Lighting Development Guide
        • Multi-Camera Rendering Development Guide
        • High-Resolution Image Rendering Development Guide
        • LCC and LCC2 Data Format Compatibility Development Guide
        • Loading Effect Development Guide
        • Mip Rendering Mode Switching Development Guide
        • Edge and Corner Snapping Development Guide
        • Projected Decal Development Guide
        • Video Projected Decal Development Guide
        • Highlight Development Guide
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        • Getting Scene Mesh Data Development Guide
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        • Application and Data Co-packaging Development Guide
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        • macOS Development Permission Issue Guide
        • iOS Device Compilation and Packaging Development Guide
      • API Reference

        • LCCManager
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      • Changelog

        • v2.3.0
        • v2.2.10
        • v2.2.0
        • v2.1.19
        • v2.0.14
    • Web

      • Introduction
      • Rendering Performance Optimization Guide
      • Graphics Configuration
      • FAQ
      • API Reference

        • LCCRender::clearIndexDB
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        • LCCRender::load
        • LCCRender::setCamera
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        • LCCObject::getLodInfos
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        • LCCObject::hasCollision
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        • LCCObject::intersectsCapsule
        • LCCObject::intersectsRayExt
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        • LCCObject::intersectsSphere
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        • LCCObject::raiseToTop
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        • LCCObject::setOriginPosition
        • LCCObject::setPointsColor
        • LCCObject::setRenderState
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        • LCCObject::setScale
        • LCCObject::setSemantic
        • LCCObject::setSemanticColor
        • LCCObject::setSmooth
        • LCCObject::setStartLod
        • LCCObject::setTranslation
        • LCCObject::setVisible
        • LCCObject::togglePointsDisplayMode
        • LCCObject::useEnvironment
        • LCCObject::useShcoef
      • Changelog

        • v0.6.3
        • v0.6.2
        • v0.6.1
        • v0.6.0
        • v0.5.5
        • v0.5.4
        • v0.5.3
        • v0.5.2
        • v0.5.1
        • v0.5.0
        • v0.4.1
        • v0.4.0
        • v0.3.1
        • v0.3.0
        • v0.2.0
    • Lixel OpenAPI

      • Overview
      • Connection & Authentication
      • Message Model & Codec
      • Interface Catalog
      • Real-time Data
      • Project File Access
      • Error Codes
      • Python

        • Quick Start
        • Client Wrapper & Tools
        • FAQ
      • C++

        • Quick Start
        • Client & Examples
        • FAQ

Development Environment Requirements

Development Computer Hardware Requirements

The Unity development engine and 3DGS rendering are heavy resource consumers and place relatively high demands on CPU, GPU and memory. Low-performance platforms may affect smoothness or even fail to run. Memory and video memory are usually the performance bottleneck. The recommended development computer hardware configuration is as follows.

💻 Recommended Development Hardware (cost-performance route)

ComponentRecommended Configuration (cost-performance route)AMD Equivalent
GPUNVIDIA RTX 30 series (12 GB), or at least RTX 3060 Ti (8 GB)AMD Radeon RX 6900 XT / 6950 XT (16 GB)
CPUIntel Core i7-12700K / 12700 (12 cores, 20 threads)AMD Ryzen 7 5800X3D / 7700X (8 cores, 16 threads)
RAM64 GB DDR4 (3200 MHz / 3600 MHz)64 GB DDR4 / DDR5
Storage2 TB NVMe M.2 SSD (PCIe 4.0, read > 5000 MB/s)Same as left

Video memory: prioritize 12 GB of video memory; machines with 6 GB / 8 GB may cause the Unity Editor to crash due to insufficient video memory (Out of VRAM) at runtime. Some AMD GPU models may have compatibility issues.

Memory: do not skimp; 64 GB is recommended, with at least 32 GB required. When memory is insufficient, the system tends to use virtual memory, causing stuttering or even system-level freezes.

Monitor: a monitor with a resolution of 1920×1080 or higher is recommended.

USB: keep at least one USB port available for copying data from hardware devices.

OS Adaptation and Optimization

The LCC Unity SDK fully supports all features on the three major desktop platforms — Windows, macOS and Ubuntu — but the three differ greatly in graphics API, video memory model and driver dependencies, so hardware selection and optimization strategies must be handled separately. The cost-performance configuration table above is based on Windows + NVIDIA; refer to the table below when migrating to the other two platforms.

OSVersion RequirementGraphics API and GPUAdaptation and Optimization Suggestions
WindowsWindows 10 / 11 (x64)DirectX 11 / 12 with native Compute Shader support; NVIDIA GPUs are preferredThe most complete and most thoroughly validated platform; the cost-performance configuration table above applies directly.
macOSmacOS 12 (Monterey) and laterMetal, with Compute Shader running through the Metal backend; Apple Silicon (M-series) recommended, Intel + AMD discrete GPUs also workApple Silicon uses unified memory, where video memory and system memory share the same physical memory, so you cannot just look at the total memory; 64 GB of unified memory is recommended as a starting point to leave enough video memory share for rendering. Uses the Metal universal path.
UbuntuUbuntu 20.04 and laterVulkan, with Compute Shader running through the Vulkan backend; NVIDIA GPUs are preferredGPU selection is the same as Windows (RTX 3090 24 GB preferred). You must install the official NVIDIA proprietary driver (avoid the open-source nouveau driver), otherwise Compute Shader will not work properly; keep the driver relatively up-to-date for Vulkan feature compatibility.

Unity Version Requirements

The LCC Unity SDK provides separate SDK installation packages for different Unity versions. Download the corresponding package according to the Unity version you are using. The following versions have passed complete testing:

Unity VersionSupported Render PipelinesStatus
Unity 2022.3.62f3 (2022 LTS)Built-in, URP✅ Tested
Unity 6000.0.69f1 (Unity 6 LTS)URP✅ Tested
Unity 6000.5.9f1 (Unity 6 LTS)URP✅ Tested

Other runtime environment requirements:

ItemRequirement
GPUSupports Shader Model 5.0 (Compute Shader)
OSWindows 10+ (x64) / macOS 12+ / Ubuntu 20.04+ (see platform adaptation above for details)
.NET.NET Standard 2.1 / C# 9.0

Note: during development, use the Mono scripting backend; switch to IL2CPP for release builds.