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.

## 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.

- 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, then route headset builds through the [Unity →](https://hydrilla.ai/integrations/unity) or [Unreal →](https://hydrilla.ai/integrations/unreal) plugin. [Which file suits each platform →](https://hydrilla.ai/features#exports)

Prototype the space with generated objects, then budget each one for the headset.
