Rendering point clouds (MeshTopology.Points) on WebGL builds

Hi everyone.

My apologies if this question has already been answered, but I was not able to find a recent discussion about this subject. Also sorry for my english if there are any errors.

I am working on a web viewer for point clouds on Version 2019.4.2f1, and in the engine as well as in a standard windows build I have no problem displaying point clouds. However, on the WebGL build, I cannot display a point cloud, no matter what type of shader I am using, without seeing an error on the console.

Researching a bit, I saw that Unity could not display meshes with a topology of MeshTopoLogy.Points. However in my experiments, I remember being able to display a point cloud on webGL, though it was a couple of months ago, and I do not have the build anymore, and I realize I may just be misremembering things.

Is there really no way to display point clouds on a WebGL build ? And if it is true, are there any plans to make this possible in the future ? Thanks for any help you can give.

1 Like

Hello,
I have the same problem since then, is there a solution?

I’ll answer since you are facing the same issue as I was : i could not find a solution using the previously mentioned method. However, using particle systems i was able to render my point cloud in webGL. Also, it looked better and allowed for better visual control imo.