# Point Cloud Attenuation on Android

**URL:** <https://community.cesium.com/t/point-cloud-attenuation-on-android/45967>\
**Category:** Cesium for Unreal\
**Created:** [April 23, 2026, 10:42am UTC](https://community.cesium.com/t/point-cloud-attenuation-on-android/45967 "2026-04-23T10:42:32Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Finn](https://avatars.discourse-cdn.com/v4/letter/f/e68b1a/32.png) [@Finn](https://community.cesium.com/u/Finn)\
**Post date:** [April 23, 2026, 10:42am UTC](https://community.cesium.com/t/point-cloud-attenuation-on-android/45967/1 "2026-04-23T10:42:32Z")

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I currently try to use Point Clouds on a mobile VR project (quest/vulkan). The point attenuation settings don’t seem to work on android. Is there a way to increase the render size of the points?

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**Author:** ![darcyvdd](https://avatars.discourse-cdn.com/v4/letter/d/d9b06d/32.png) [@darcyvdd](https://community.cesium.com/u/darcyvdd)\
**Post date:** [April 29, 2026, 10:20pm UTC](https://community.cesium.com/t/point-cloud-attenuation-on-android/45967/2 "2026-04-29T22:20:55Z")

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Hey @Finn,

This is actually a known open issue: [Enable point attenuation for mobile devices (cesium-unreal#1103)](https://github.com/CesiumGS/cesium-unreal/issues/1103), currently in the backlog.

Point cloud attenuation was added for desktop platforms, but on Android/iOS `RHISupportsManualVertexFetch` returns false, which means the shader resource views the attenuation shader needs aren’t generated by the engine the same way. So the attenuation settings have no effect on Android/Vulkan, and the points render at a fixed size regardless of what you set.

A couple of quick questions:

- Are the points rendering at all, just at a fixed small size? Or are they not appearing? It _sounds like_ they do appear
- What does the scene look like, is the fixed point size tolerable for your use case, or is it unusable?

I have linked this topic as signal in [the GitHub issue](https://github.com/CesiumGS/cesium-unreal/issues/1103).

Cheers!
