Supported Formats
XenseAR Editor supports multiple content types for spatial experiences across both Web AR and Native App platforms.
Platform Compatibility Matrix
| Content Type | Web AR | Native App |
|---|---|---|
| 3D Model | glb fbx, obj (AssetBundle) | glb fbx, obj (AssetBundle) |
| Image | png, jpg, jpeg | png, jpg, jpeg |
| Texture Size | < 1024 × 1024 | < 2048 × 2048 |
| Triangle Count (Tris) | < 100,000 | < 300,000 |
| Particle Effects | Particle System (CPU) | Particle System (CPU) VFX Graph (GPU) |
| Total Build Size | < 1 GB | < 2 GB |
Technical Notes
1. 3D Models
.glbis loaded directly at runtime..fbxand.objare 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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