Cesium 3D Tiles getting started
This chapter gets a globe on screen with the shortest path: enable the Gem, set an ion token, spawn the recommended entity hierarchy, and enter play mode.
Prerequisites
- The
Cesium3DTilesGem is enabled in your project (Project Manager orproject.json). Dependencies includeAtom_RPI,Atom_Feature_Common,ImGui,SkyAtmosphere, andStars. - For tile physics / raycasts, also enable
PhysX. - Confirm LargeWorld is available: the Gem default
EnableLargeWorldOnActivate=trueturns it on when the system component activates. Pair with double-precision rendering project settings for production geospatial work. - Network access to Cesium ion (or your self-hosted ion / local tileset for offline setups).
Minimal loop (five steps)
1 Enable the Gem
→ 2 Configure ion token
→ 3 Build the scene hierarchy
→ 4 Place origin + set asset IDs
→ 5 Enter play mode and verify
1. Enable the Gem
Enable Cesium3DTiles in Project Manager (or add it to the Gem list in project.json). Restart the Editor if needed so the system and editor components mount.
2. Configure a Cesium ion token
- Create an access token at Cesium ion .
- Prefer the environment variable (never commit tokens):
$env:CESIUM_ION_TOKEN = "<your-token>"
- Or open Tools → Cesium Settings and set the default ion access token (stored under
<project>/user/Registry/cesium.settings.setreg, not for shipping secrets).
Token resolution order for a tileset / overlay: component token → .cesiumionserver asset default → Settings Registry / Settings dialog → CESIUM_ION_TOKEN env var.
3. Build a minimal globe scene
Recommended hierarchy:
Level Root
├── Georeference CesiumGeoreferenceComponent
├── WorldTerrain Cesium3DTilesetComponent (ion asset 1)
│ └── Imagery CesiumIonRasterOverlayComponent (ion asset 2)
├── SunSky CesiumSunSkyComponent
├── Credits CesiumCreditSystemComponent
└── Camera Camera + CesiumFlyControllerComponent + CesiumOriginShiftComponent
Editor shortcuts:
- Tools → Cesium opens the dockable Cesium panel (connection status, current server, Quick Add, entry buttons).
- Quick Add can spawn Georeference, tileset, SunSky, and Credits in one step.
- Tools → Cesium ion Assets browses ion assets and fills Asset IDs.
- Standalone dialogs (Select Token, Token Troubleshoot, Settings) remain available from the Tools menu.
Raster overlays belong on the same entity as the tileset (or wire material slots explicitly). See Overlays and clipping.
4. Place the origin and set asset IDs
Example Georeference origin (Denver area):
| Field | Value |
|---|---|
| Origin placement | CartographicOrigin |
| Origin longitude | -105.25737 |
| Origin latitude | 39.736401 |
| Origin height | 2250.0 (ellipsoid meters) |
Tileset defaults to start:
| Field | Value |
|---|---|
| Source | FromCesiumIon |
| Ion asset ID | 1 (Cesium World Terrain) |
| Maximum screen space error | 16.0 |
On the same tileset entity, add Cesium Ion Raster Overlay with ion asset ID 2 (Bing Aerial via ion, subscription-dependent). Fresh overlay components default to asset ID 0 (unset)—you must pick an ID.
On the camera: Fly Controller (WASD + QE, right-drag look, Shift boost, wheel speed) and Origin Shift with mode UpdateRenderOrigin.
Editor extras on Georeference: Place Origin Here, degrees-minutes-seconds display, Show Load Radii for sub-level debug spheres. On the tileset: Set Ion Asset, Focus Viewport on Tileset, Troubleshoot Token.
5. Enter play mode and verify
Enter game / play mode. You should see:
| Check | Expected |
|---|---|
| Terrain mesh | World Terrain geometry refining as you approach |
| Imagery | Bing Aerial (or your overlay) draped on the mesh |
| Attribution | Credits ImGui overlay (lower-left) and/or “Data attribution” popup |
| Flight | WASD / QE move; right-drag looks; Shift boosts |
| Precision | No world-space jitter near the camera (Origin Shift + LargeWorld) |
If the globe is black or empty, jump to Configuration and debugging#troubleshooting.
Optional next pieces
- Lower SSE toward
8for sharper detail (higher cost), or raise to32for low-end demos — see Recipes. - Place Prefabs at GPS coordinates with a Globe Anchor.
- Clip regions with a cartographic polygon overlay — see Overlays and clipping.
- Enable Unload tiles in play mode on the tileset when iterating large assets in the Editor (avoids doubling editor + runtime memory).
Next steps
- Core concepts — LLH, ECEF, SSE, and origin shift.
- Georeference and tilesets — full field tables.
- Recipes — photorealistic cities, offline, private ion.