World Labs Export & Integration
Export generated worlds in various formats for use in game engines, 3D software, and web applications.
Export Formats Overview
| Format | Type | Best For | | ----------------- | -------------- | ------------------------------ | | SPZ (2M/500K) | Gaussian Splat | Native format, highest quality | | PLY (2M/500K) | Gaussian Splat | Wide compatibility | | Collider Mesh | GLB | Physics, collision | | High-Quality Mesh | GLB | Rendering, modification | | 360 Panorama | PNG | Skyboxes, previews |
How to Export from Marble
- Navigate to your generated world viewer
- Open the Download Menu
- Select desired format:
- Splats (SPZ) - High resolution
- Splats (low-res SPZ) - 500K, lighter compute
- Splats (PLY) - High resolution, universal compatibility
- Splats (low-res PLY) - 500K, universal
- Collider Mesh (GLB) - Instant download
- High-quality mesh (GLB) - Up to 1 hour processing
- 360 Panorama
Gaussian Splat Exports
SPZ Format (Native)
World Labs' native Gaussian splat format, optimized for file size:
| Variant | Splat Count | Use Case | | -------- | ----------- | ------------------- | | SPZ 2M | ~2,000,000 | Maximum quality | | SPZ 500K | ~500,000 | Lightweight, mobile |
Advantages:
- Smallest file size
- Optimized for Marble rendering
- Fast loading in supported viewers
PLY Format (Compatible)
Standard point cloud format for broader software support:
| Variant | Splat Count | Compatibility | | -------- | ----------- | ------------- | | PLY 2M | ~2,000,000 | Universal | | PLY 500K | ~500,000 | Universal |
Advantages:
- Wide software support
- Works with most third-party splat viewers
- No conversion needed for many tools
Conversion Tool:
- SPZ to PLY: https://spz-to-ply.netlify.app/
Mesh Exports
Collider Mesh (GLB)
Low-poly mesh for physics and collision:
| Property | Specification | | -------------- | ---------------------------- | | Triangle count | 100,000 - 200,000 | | File size | 3-4 MB | | UVs | None | | Use | Collision detection, physics | | Download | Instant |
High-Quality Mesh (GLB)
Detailed mesh for rendering—two variants available:
| Variant | Triangles | Features | | ------------- | ---------- | --------------------- | | Textured | ~600,000 | Texture maps included | | Vertex Colors | ~1,000,000 | Material flexibility |
| Property | Specification | | --------------- | ----------------------- | | File size | 100-200 MB | | Processing time | Up to 1 hour | | Rate limit | 4 requests/hour | | Availability | Only for worlds you own |
Image Exports
360 Panorama
| Property | Specification | | ---------- | ----------------------------------- | | Resolution | 2560 × 1280 | | Format | Equirectangular PNG | | Use | Skyboxes, VR preview, presentations |
Coordinate System
As of December 2025, World Labs defaults to OpenGL convention:
-Y (down)
│
│
│
└───────→ +X (left)
╱
╱
↙
-Z (forward)
| Axis | Direction | | ---- | --------------------- | | +X | Left | | -Y | Down | | -Z | Forward (into screen) |
Legacy OpenCV convention (older exports):
- +X left, +Y down, +Z forward
- To convert: Scale Y and Z axes by -1
Conversion to Other Systems
To Unity (Left-handed Y-up):
Unity.x = WorldLabs.x
Unity.y = -WorldLabs.y
Unity.z = -WorldLabs.z
Scale: 1 unit = 1 meter
To Unreal (Left-handed Z-up):
Unreal.x = -WorldLabs.z * 100 // cm
Unreal.y = WorldLabs.x * 100
Unreal.z = -WorldLabs.y * 100
Scale: 1 unit = 1 centimeter
To Blender (Right-handed Z-up):
Blender.x = WorldLabs.x
Blender.y = -WorldLabs.z
Blender.z = -WorldLabs.y
Scale: 1 unit = 1 meter
Engine Integrations
Spark.js (Web) — Recommended
Three.js-based web viewer, native integration with World Labs:
- URL: https://sparkjs.dev/
- Best for: VR experiences, interactive web games, custom applications
- Support: Active community in World Labs Discord
Unity
Plugin: aras-p UnityGaussianSplatting (Free)
| Setting | Recommendation | | --------------- | -------------------- | | Unity version | 6.0 (for VR) or 6.1 | | Render pipeline | URP with HDR enabled | | Graphics API | Vulkan (for VR) | | File format | PLY 2M or SPZ 2M |
Notes:
- 500K SPZ files may require conversion to PLY
- For VR (Quest 3): 500K splats perform better than 2M
- Combine multiple splat components into single component for better draw-order
Unreal Engine
Multiple third-party plugins available:
| Plugin | Notes | | ------------------------ | ------------------------------------------------------------------------------------------------ | | Postshot | Recommended. Free version available. Requires standalone Windows app, convert SPZ to PSHT format | | Volinga | Paid. Supports depth of field, nDisplay for virtual production | | 3D Gaussians (Akiya) | Paid. Most reliable, automatic quality splitting, nDisplay support |
Note: Convert SPZ to PLY if plugin requires it.
Blender
Multiple third-party plugins:
| Plugin | URL | Notes | | --------------- | ------------------- | -------------------------------------- | | KIRI Engine | kiriengine.app | Most maintained, verified Blender 4.2+ | | Reshot AI | github.com/ReshotAI | Better performance, straightforward | | SplatForge | splatforge.cloud | Most performant, separate render pass |
Houdini
Plugin: GSOPs
- URL: github.com/cgnomads/GSOPs
- Compatibility: Houdini 20.5
- Features: Splat animation, VDB/mesh conversion
Format Selection Guide
| Need | Recommended Format | | ------------------- | -------------------- | | Web viewer | SPZ 500K or PLY 500K | | Desktop VR | PLY 500K | | Archive/Quality | SPZ 2M or PLY 2M | | Game engine physics | Collider Mesh GLB | | 3D editing | HQ Mesh GLB + PLY | | Quick preview | 360 Panorama | | Mobile/Quest VR | PLY 500K |
Troubleshooting
| Issue | Solution | | ------------------------- | ----------------------------------------------- | | Assets appear upside-down | Check coordinate system; may need Y/Z axis flip | | Wrong scale in engine | Unity uses meters, Unreal uses centimeters | | 500K SPZ not loading | Convert to PLY using spz-to-ply.netlify.app | | Draw-order issues | Combine multiple splats into single component |
Related Skills
world-labs-api- API integrationworld-labs-studio- Compose and record before exportworld-labs-chisel- Create geometry for generation