File size limit in iOS Quicklook

Hi, I’m currently trying to build a cool car visualization with Needle Engine and Unity. Everything works well, except the iOS Quicklook AR. It always stops working with “A problem occured”. As my car model is pretty heavy with 2 million vertices, I wanna ask, if there is some kind of limit (file size, verts, tris, …) on iOS Quicklook, preventing me from showing it in AR, while it’s working flawless on Android Chrome + AR.

br,
Max

Hi Max,

Yes, iOS QuickLook has limitations that could affect the performance of your car visualization. Common issues arise with heavy models, particularly those with high vertex counts such as your 2 million vertices. Here are some key points:

  1. Vertex Limits: iOS QuickLook does not officially document a strict vertex limit, but models with high vertices can lead to performance issues or crashes. In general, best practices suggest keeping your model’s vertex count lower, ideally below 100,000 vertices for smoother performance.

  2. File Size: Large USDZ files can also cause issues when transferring over the network or during processing. While there is no specified file size limit, keeping it under 50 MB is generally advisable for mobile performance.

  3. Visible Objects: QuickLook on iOS does not support “visibility” tokens as you might find in other formats. If there are invisible objects in your scene that are not necessary for the visualization, consider excluding them during the export process.

  4. Performance Optimization: Utilize various techniques to optimize your model, such as reducing the triangle count, using simpler materials, or using LOD (Level of Detail) strategies.

  5. Interactive Behaviors: If your model has interactive behaviors, ensure that they are handled efficiently since complex interactions can introduce additional processing overhead in QuickLook (see the documentation).

If you can reduce the model complexity or file size, it may resolve the issues. Additionally, testing on a different iOS device might also provide insights into whether it’s a device-specific limitation.

Let me know if you need specific tips on reducing your model size or further assistance!

Best regards!

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To add to this: the quicklook usdz is runtime generated and we’ve seen usdz exports way above 100mb running fine (the 50mb are more a high upper limit for the GLB files/files loaded at runtime in threejs)

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