File format limits

Strongly recommended following all regulations during the production to deliver the original experience and avoid bugs.

Apple AR Quick Look

Not supported:

  • Vertex colors

  • Morph targets and vertex animation.

  • Texture filter modes. All textures are sampled linearly, with mipmapping.

  • Clamp and mirror texture wrap modes. All textures use repeat mode.

  • Cameras.

  • Shadow animation. Shadows are generated from the first frame.

  • Transparent shadows. This is particularly noticeable for transparent geometry near the ground, which will appear very dark due to shadow falloff.

  • Multiple UV sets. The converter works around this by disabling textures using secondary UV sets, which works best for the most common use case.

  • Multiple animations. The converter just exports a single animation.

  • Multiple scenes. The converter just exports a single scene.

  • Transparency sorting. Overlapping transparent surfaces are likely to look incorrect.

  • Skinned animation for vertex normals. Lighting will look incorrect for skinned models, which is especially noticeable for highly reflective surfaces (it will have a painted-on appearance). The converter attempts to mitigate this by baking normals to the first frame of animation, but it will still look incorrect.

Android ARcore

Android SceneViewer glTF (GLB) does not support:

  • Refraction, Dithered, and Additive transparency (will be converted to Blending)

  • Cavity

  • Bump map

  • Clear Coat

  • Anisotropy

  • Subsurface Scattering / Translucency

  • Displacement

  • Lights

  • Post-processing Filters

  • Annotations

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