Solutions
3D assets for AR, VR, and spatial apps
VR, AR, and spatial apps need many small, believable objects. BlueFox, Hydrilla's 3D model, generates them in Hydrilla AI, so you can check each against a headset's limits.
In a headset, users can walk up to anything, pick it up, and turn it over. That makes a room full of convincing props essential, and it makes the performance budget unforgiving. Generation covers the volume, and your team keeps control of the budget.
Check the headset budget
Standalone headsets have tight limits on triangles, draw calls, and texture memory. Measure each asset against your target before it ships, and reduce or bake anything that exceeds it. These are the numbers to track per object.
- Triangle count per asset
- Texture resolution per map
- Draw calls per material
- Collision and grab volumes for objects users can pick up
Check it before the headset build
Preview each object in the browser first, where problems with shape or material are quick to spot, then route headset builds through the Unity or Unreal plugin. Testing on the device is still the final word, so keep a short list of assets to review in the headset after every build. Which file suits each platform
Prototype the space with generated objects, then budget each one for the headset.
