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EditorContent Creation GuidelinesSupported Formats

Supported Formats

XenseAR Editor supports multiple content types for spatial experiences across both Web AR and Native App platforms.


Platform Compatibility Matrix

Content TypeWeb ARNative App
3D Modelglb
fbx, obj (AssetBundle)
glb
fbx, obj (AssetBundle)
Imagepng, jpg, jpegpng, jpg, jpeg
Texture Size< 1024 × 1024< 2048 × 2048
Triangle Count (Tris)< 100,000< 300,000
Particle EffectsParticle System (CPU)Particle System (CPU)
VFX Graph (GPU)
Total Build Size< 1 GB< 2 GB

Technical Notes

1. 3D Models

  • .glb is loaded directly at runtime.
  • .fbx and .obj are packaged into AssetBundles before deployment.
  • Web AR requires stricter optimization due to browser and device constraints.

⚠️ Warning
Exceeding triangle limits may result in performance degradation, especially on mobile browsers.


2. Texture Constraints

  • Web AR is limited to smaller textures (< 1024²) to ensure stable memory usage.
  • Native App allows higher resolution textures (< 2K), but optimization is still recommended.

ℹ️ Info
Always use Power-of-Two texture sizes (e.g., 512, 1024, 2048).


3. Particle Systems

Web AR

  • Supports CPU-based Unity Particle System only.

Native App

  • Supports:
    • CPU-based Particle System
    • GPU-based VFX Graph

⚠️ Warning
VFX Graph is not supported in Web AR environments.


Performance Recommendations

  • Optimize geometry before export.
  • Minimize material count.
  • Compress textures appropriately.
  • Test content on target platform before publishing.

Failure to comply with platform constraints may result in unstable runtime behavior or content loading failure.

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