Up to 100,000 triangles per scene under one camera view
NOTE: Consider what you’re making and how much screen space it will take up - you won’t need 10,000 triangles and a 1024 square texture for an object that may only be 3cm high on an iPad screen.
The use of smaller textures are recommended where appropriate
Diffuse and normal maps are recommended
Displacement maps are NOT supported
Alpha on solid objects is not recommended and is better suited to planes.
Everything must be converted to editable polys and with all the modifiers collapsed unless it is going to be rigged, in which case only the skinning modifier and morpher (if used) would remain
Individual texture maps (.png format) have to be the power of 2 textures:
no bigger than 1024x1024
No procedural shaders, nodes or textures: all the textures have to be baked to bitmaps or use standard shader with color value.
Combine objects with the same material so that it runs faster on the device, while multi sub shaders are not supported and there is no more than one shader per object.
Bone names must not contain spaces, brackets or special characters – replace spaces with underscores if needed
The export rig should contain a maximum of 100 bones to optimize playback – the performance hit comes largely from skinning
It is advisable to name all bones properly
Objects cannot be linked/parented to non-export objects – constraints are ok
Do not scale anything
Make sure every vertex has a skinning weight
No animated materials/material parameters
Scaling is correctly supported in animation
No animated light color
All animation transforms are supported (Translate, Rotate and Scale)
Animated groups of objects are not supported
Preparing the scene for export
It is not necessary to export all objects within your 3D scene, things such as controllers/animation handles should not be exported unless desired. You should export:
Any bones/joints which deform geometry