Open source · Unity · Meta Quest 3

QuestRoomScan

Open source textured room scanner on Quest 3. Look around your room and it becomes a textured 3D mesh in real time, right on the headset. Then sharpen every texture from the camera frames and train a Gaussian splat of the same room. Free under the MIT licence.

See it

Live scanning: the mesh builds as you look around, coloured from the passthrough cameras.
Vertex colours: the lightweight fallback layer.
Texture refinement on the headset: a sharp UV atlas from the saved camera frames.
Gaussian splat of the same room, rendered on the headset.

▶ Full walkthrough

Recorded before multi-view blending, GPU sharpening and atlas enhancement were added; today's output is noticeably better.

Features

Real-time mesh on the headset

Depth frames fuse into a GPU TSDF volume and a Surface Nets mesh, all in compute shaders, while you look around.

Textured from the passthrough cameras

A world-space triplanar texture cache fills in colour live, with vertex colours as a fallback.

Texture refinement

Saved keyframes produce a sharper UV-mapped atlas on device, holding 72 fps while it works.

Gaussian splats

Send the keyframes and point cloud to a training server on your PC or Mac, then view the trained splat on the headset.

Scans that come back

Each scan is saved as a package with a spatial anchor, so it reloads aligned to your real room in a later session.

Your data, your files

PLY point cloud, JPEG keyframes, camera poses and the trained splat PLY all stay on your devices.

🎢 Used in CoasterMania on Meta Quest: its Room Scan Update lets you ride your rollercoaster through your actual, textured room.

Install in Unity

Unity 6.2 or newer with URP, and a Meta Quest 3. Add the package to Packages/manifest.json:

{
  "dependencies": {
    "com.genesis.roomscan": "https://github.com/genesisinteractive/QuestRoomScan.git#v1.3.3"
  }
}

Setup, the scan flow, the VR debug menu and the game integration guide are in the README.

FAQ

Is it free?

Yes. QuestRoomScan is open source under the MIT licence, free for personal and commercial use.

What runs on the headset?

Scanning, meshing, live texturing, texture refinement and splat rendering all run on the Quest 3. Gaussian splat training runs on a companion server on your PC or Mac.

Which headsets does it support?

Meta Quest 3, which has the depth sensor the scanner needs.

Can I use it in my own app or game?

Yes. Please credit QuestRoomScan by Genesis Interactive with a link to the GitHub repo, and ship the MIT licence text inside your app (a licences screen or file), as the licence requires.

✉️ Contact

Integrating QuestRoomScan, press, or a question: genesisinteractive2026@gmail.com