Inconsistent Level Rendering / Possible Server Issue

Hey there,

I’m currently having issues consistently booting up my level, which has been tested on multiple recent iphone models. The webpage to access the level will often refresh twice before entirely giving up, siting “A problem repeatedly occurred on…”. I am wondering how this can be resolved, as the experience runs, builds and lands just fine on Niantic Studio while on desktop. I’m running this on a 32GiB mac pro and am inconsistently able to boot the level (and when it does the FPS is inconsistent as well). Could this be an issue with the IDE (maybe backend prioritization of how much space the game gets to run at boot)? Our assets total in size around 30MiB, so it was our impression that this would be small enough in size to run consistently.

I should note this is not the first time I’ve encountered this issue, as I’ve experienced it in two other levels. The through line between all levels experiencing this error is that they contain Gaussian Splat scans, so I think that’s where the issue is arising. However, there seems to be nothing I can do to maintain a consistency in booting up the experience. Again, the experience has been tested on multiple recent iphone models that both ran into the same error.

I am attaching links to the experience here: WMLevel4
WMLevel4

Hey Folks,

Found the solve.

There were too many Gaussian Splats being used. Previously there were two in the scene, but I had made an edit yesterday duplicating one of them to use in a new way. The difference of having or not having that duplicate in the scene is what made it not work or work respectively.

When I used to make things in Adobe Aero, I would duplicate assets in scenes with seemingly no change in data weight, so I was under the assumption that the same rule applied in Niantic Studio.

However, it’s important to note that this means it’s the difference of 15MiB that either does or does not crash the scene. For reference, the scene is now around 32MiB, while when it was crashing it weighed about 47MiB.

Hi Taj! Thanks for posting about how you solved the issue. I’ll make sure the team is aware of these performance impacts when using Splats.