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Supported Content Format Specifications for Xense AR

This document defines the supported file formats, technical standards, and resource limits for digital content (3D, 2D, and VFX) supported by the Xense AR Editor. These specifications apply to the two primary rendering environments: Web AR and Native App.


I. OVERVIEW

1. Purpose of This Document

To ensure a smooth AR experience, minimize data loading latency, and reduce the risk of application crashes on end-user mobile devices, all content imported into Xense AR Editor must strictly comply with the specified format and resource limits.

2. Rendering Environment Classification

The Xense AR platform supports two primary experience delivery environments with different hardware processing capabilities:

  • Web AR: Experiences accessed directly through a web browser on mobile devices without requiring an app installation. This environment requires highly optimized resources due to browser memory limitations and network bandwidth constraints.
  • Native App: Experiences accessed through the Xense AR mobile application installed directly on iOS / Android. This environment can take advantage of advanced GPU hardware capabilities, allowing higher-detail content and more complex effects to be rendered.

II. FORMAT AND TECHNICAL LIMIT SPECIFICATIONS

The following table summarizes the supported formats and maximum limits for each content type across the two environments:

Content TypeWeb ARNative AppTechnical Notes
3D Model.glb (Recommended)
.fbx, .obj (AssetBundle)
.glb (Recommended)
.fbx, .obj (AssetBundle)
.glb files are loaded directly. .fbx and .obj files must be packaged into an AssetBundle before being added to the scene.
Image Texture.png, .jpg, .jpeg.png, .jpg, .jpegUse .png when an alpha/transparency channel is required; use .jpg for opaque textures to reduce file size.
Texture Resolution< 1024 × 1024 px< 2048 × 2048 px (2K)Always follow Power of Two standards such as 512 × 512 and 1024 × 1024.
Polygon Count (Tris)< 100,000 triangles< 300,000 trianglesTotal number of polygons rendered simultaneously across the entire scene at a given time.
Particle Effects SystemParticle System (CPU)Particle System (CPU)
VFX Graph (GPU)
Web AR does not support GPU-based VFX Graph due to WebGL limitations on mobile browsers.
File Size Limit< 1 GB< 2 GBTotal size of the data package downloaded to the device for the entire experience project.

III. DETAILED REQUIREMENTS BY CONTENT TYPE

1. 3D Models

GLB Format (.glb)

  • The recommended standard format for the entire Xense AR ecosystem.

  • The file can be loaded directly and includes:

    • Mesh structure.
    • Materials.
    • Compressed textures.
    • Animations.

FBX / OBJ Formats (.fbx, .obj)

  • Supported through Unity’s AssetBundle packaging mechanism.
  • Suitable for internal projects or prefabs with customized interaction scripts on Native App.

2. Image and Texture Formats

  • Supported formats: .png, .jpg, .jpeg.

  • Image resolution:

    • Web AR: Recommended 512 × 512 or a maximum of 1024 × 1024.
    • Native App: Maximum 2048 × 2048 (2K). Avoid using 4K textures unless they are genuinely required for highly detailed, large-scale signage or displays.
  • Aspect ratio: Texture dimensions should use Power of Two values (256, 512, 1024, 2048) to allow the GPU to generate Mipmaps and compress textures efficiently.

3. Particle Effects (VFX / Particles)

  • Web AR: The standard Unity Particle System (CPU) must be used. The particle count should generally be kept below 5,000 – 10,000 particles to avoid overloading the browser CPU.
  • Native App: Fully supports both Particle System and Visual Effect Graph (VFX Graph), leveraging the GPU’s parallel processing capabilities to render millions of particles simultaneously.

IV. PERFORMANCE OPTIMIZATION PRINCIPLES

Tip

Tips for reducing file size and improving rendering performance:

  • Prioritize Texture Compression: Textures often account for more than 70% of the total model size. Reduce the resolution of hidden details or textures that do not contain text.
  • Mesh Combining: Avoid splitting the scene into too many independent objects. Combine static objects that use the same material to reduce the number of Draw Calls.
  • Control the Polygon Budget: For small objects (props), the triangle count should generally be maintained between 1,000 – 3,000 tris.

Warning

Mobile Hardware Limitations:

Exceeding the recommended limits may cause Web AR browser crashes due to Out of Memory (OOM) errors on mid-range and entry-level devices.

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