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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