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Asset Creation
Best Practice

This guide outlines essential rules for naming, organizing, optimizing, and exporting 3D assets for use in NOOR. It ensures smoother workflows and better performance during immersive sessions.​

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Naming Conventions

NOOR recognizes asset types based on filename prefixes. For clarity and consistency, always use:

  • NR_SC_ → for scenes

  • NR_AS_ → for assets

  • NR_LY_ → for layers

Keeping files properly named ensures smoother project management and recognition inside NOOR.

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File Hierarchy & Organization

  • Avoid using unsupported object groups (depends on the DCC).

  • Use clean, coherent file hierarchies with consistent naming.

  • Note: Once exported to Unreal Engine, object names cannot be renamed—only their labels change.

 

Rendering Pipeline

  • NOOR uses forward rendering, optimized for Android and Meta Quest devices.

  • Design lighting accordingly for real-time performance and clarity.
     

Scale & Measurement

  • Always include a reference object to verify world scale (e.g., a 1-meter or 1-foot cube).
     

Optimization Guidelines

  • Keep geometry clean and lightweight: optimize polycount and lighting.

  • Minimize the use of shadow-casting lights for smoother performance.

 

Recommended Export Formats

When exporting from your DCC tools, use:

  • .obj

  • .fbx

  • .gltf or .glb

 

Custom Plugins (UE5)

If your Unreal Engine pipeline includes custom plugins, make sure they:

  • Are compatible with Android packaging

  • Support the forward rendering pipeline

 

Animation Support

  • Skeletal animations are fully supported.

  • Export animated elements as scenes.
     

Known Limitations

The following features are not yet supported (many are under active development):

  • Transform tracks (e.g., Sequence keyframes)

  • FX & Particles

  • Volumetric textures and materials

  • Blueprints and scripted logic

  • Unreal Engine .pak files

  • Holdout materials in .glb files

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