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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