Can I use Unity Spotlight for iOS Quicklook AR?

Hi, my Needle site doesn’t load in Quicklook anymore since I added realtime spotlights. Just as a question, are realtime spotlights not supported on iOS Quicklook? Because multiple realtime directional lights work fine.

br,
Max

Hi Max,

Realtime spotlights may not be fully supported in iOS Quicklook AR. The documentation indicates that interactive USDZ files work with Apple’s QuickLook but highlights potential limitations with certain lighting features. While multiple realtime directional lights seem to work, spotlights might not integrate correctly.

To resolve this, consider checking:

  1. Ensure you are using the latest version of the Needle Engine, as updates often include fixed support for AR features.
  2. Experiment with using directional lights instead of spotlights for your scene.

If you continue experiencing issues, please provide details about your current Needle Engine version and the Unity version you are using. Additionally, you might find more insights in the documentation, which outlines compatible features and limitations for AR on iOS (see everywhere actions).

Feel free to ask if you need further assistance!

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nvm, just realised that spotlights are not shown in Quicklook, but the export works. The reason my Quicklook wasn’t loading was the post processing volume I added. Having this in your scene, will break the Quicklook export. So Spotlights are trimmed automatically, while the post processing volume crashes the export.

Hey, Spotlights are exported to USDZ but you’re right that Apple doesn’t support them at the moment in QuickLook.

Regarding postprocessing breaking the export, that would be a bug/regression — thanks for the report!

@maXR would you be able to report a bug with your scene? I can’t reproduce postprocessing breaking QuickLook export. Thanks!

I’ll try to recreate it in a new project and will post back here, within the next 2 days :slight_smile:

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Ok, tried it from scratch and works flawless. So my project must have some kind of error. Thank you for your help!

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Do you think you could upload a bugreport with your original project?

I think this won’t help you, because as soon as I removed all sensitive data (customer object model with ~4 million verts) everything worked. I guess it’s failing because of the combination of export size (final glb with data included ~65MB) and active postpro.