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.
​
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