I'm building a MR teleoperation app for the Apple Vision Pro. Instead of 2D camera feeds, I render the robot's remote workspace as 3D Gaussian splats, so the operator can perceive depth and inspect objects from any angle by moving their head. That means the operator needs to lean in close to an object, and sometimes move the viewpoint right up to or through it, without the object dropping out of view.
Right now when I use the visionOS 27 splat sample out of the box, the splats disappear when the operator gets too close. As the viewpoint approaches a splatted object the entire splat will vanish. This can be solved partially with chunking the splats, but the operator still can't move inside the splat itself.
The entire splat vanishing, and chunking helping, makes me think the splat entity is culled once the camera enters its bounds, rather than individual Gaussians being clipped at the near plane. I don't know the renderer's internals, so I may be wrong about the cause. I believe the sample renders in an ImmersiveSpace, not a bounded volume.
Does GaussianSplatComponent expose any control over how splats are culled up close (near plane, clipping, or entity bounds), so the splat stays visible as the viewer moves close to or inside it? If there's no such control today, is there a recommended way to let the viewer move through a splat without it disappearing?