W3rlds Wiki
  • 🎉Getting started
    • What is W3rlds
    • Quick start
  • 🏗️CREATE AND MANAGE
    • Managing Worlds
      • Adjusting main settings
      • Adding mobile version and advanced limitations
      • Managing Avatars
      • Measure success with Analytics
    • Assets and Storage
    • Augmented Reality
      • Creating AR
      • Editing AR
      • Custom Viewer
  • 🎮Using Space editor
    • Getting Started
    • Setting the Lighting
    • Adding Assets in Metaverse
    • Creating Activities
      • Automate Animations
      • Activating Colliders
  • 👣Explore
    • Navigating with Avatars
    • Interacting in Worlds
    • Socialize
    • Hosting Events
  • 💡Content creation
    • World optimization guide
      • Naming
      • Colliders (Collisions)
      • Portals and spawn points
      • Geometry
      • Scale and positioning
      • Smoothing groups and custom vertex normals
      • UVs
      • Textures
      • Lighting
    • AR preparation guide
      • Occlusion channel
      • Bone animated AR model
      • File format limits
    • Creating Avatars
  • ⚙️Setting up your W3rlds
    • Accounts & Profiles
    • Choosing a subscription
    • Custom domains
  • Changelog & Announcements
    • Releases
      • 💡0.22 Release notes
      • 💡0.21 Release notes
      • 💡0.20 Release notes
      • 💡0.19 Release notes
      • 💡0.18 Release notes
      • 💡0.17 Release notes
      • 💡0.16 Release notes
      • 💡0.15 Release notes
      • 💡0.14 Release notes
      • 🔧0.13 Release notes
      • 🔧0.12 Release notes
      • 🔧0.11 Release notes
      • 🔧0.10 Team profiles and portals
      • 🔧0.9 Performance
      • 🔧0.8 Augmented reality
      • 🔧0.7 Continued usability improvements
      • 0.6 Creator web app
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  • Apple AR Quick Look
  • Android ARcore

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  1. Content creation
  2. AR preparation guide

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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Last updated 2 years ago

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