Proofly Marketplace
3D Models for Meta Quest
Game-ready GLB, FBX, and OBJ assets for Meta Quest 2, 3, and 3S VR development. Optimized for standalone VR performance — WebXR, Unity, Unreal, and Godot.
Best 3D Formats by Meta Quest Platform (2026)
The right format depends on how you're building your Quest experience.
| Platform | Format | Engine | Poly budget | Performance tip |
|---|---|---|---|---|
| WebXR (Browser) | GLB | A-Frame, three.js, Babylon.js | ~50k tris/scene | Compress textures with KTX2/Basis for fast browser loading. |
| Unity (App/Game) | FBX + OBJ | Unity 2022+ with OVR Plugin | ~300k tris total scene | Use URP, ASTC texture compression, GPU instancing for props. |
| Unreal Engine (App/Game) | FBX | Unreal 5 with OpenXR | ~500k tris (Quest 3) | Use Nanite sparingly — Quest's mobile GPU prefers traditional LODs. |
| Godot (App/Game) | GLB | Godot 4 + Godot OpenXR plugin | ~200k tris total | Godot 4 imports GLB natively. Use StaticBody3D for environment colliders. |
Why VR Developers Use Proofly for Quest Assets
3D preview at actual quality
Orbit, zoom, and check wireframe density in your browser before buying. Know immediately whether a model has the right poly count for Quest's mobile GPU — before it's in your project.
Exact polygon count displayed
Every listing shows the exact triangle count. Filter to find assets that fit your scene budget — Quest 2 targets 72fps with ~100k–300k scene tris, Quest 3 handles ~500k with foveated rendering.
GLB for WebXR and A-Frame
Many Proofly listings include GLB — the native format for WebXR. Load it directly into A-Frame, three.js, or Babylon.js. No conversion step needed for Quest browser-based VR.
FBX with rigging for Unity
Animated characters and rigged props come in FBX. Unity's import pipeline reads skeletal rigs, blend shapes, and animations directly — set up your Animator Controller and it's in your VR scene.
Commercial license for app publishing
Most models include a Commercial license — covers use in Meta Quest Store submissions, SideQuest apps, and ad-monetized VR experiences. Check the license badge on each listing.
HiddenMark watermarks
Every download contains HiddenMark — an invisible watermark in the mesh. Premium creators keep releasing assets because unauthorized redistribution can be traced back to the source download.
Meta Quest Polygon Budget Guide
Quest is a standalone Android headset — budget polygons carefully for smooth 72/90fps.
| Asset type | Quest 2 budget | Quest 3 budget | Notes |
|---|---|---|---|
| Hero character (player avatar) | 2,000–5,000 | 3,000–8,000 | Main character — spend budget here |
| Secondary NPC characters | 500–2,000 | 1,000–3,000 | Background actors, keep low |
| Hero prop (hand-held / hero object) | 500–3,000 | 1,000–5,000 | Inspect up close in VR |
| Environment prop (furniture, rocks) | 50–500 | 100–1,000 | Many of these in scene |
| Entire scene total | 100k–250k tris | 200k–500k tris | Budget across all visible objects |
| Texture size (per material) | 512–1024px | 1024–2048px | Use ASTC compression always |
Browse VR-Ready Assets on Proofly
Proofly vs Meta Horizon Store Assets
| Feature | Meta / Unity Asset Store | Proofly |
|---|---|---|
| 3D viewer before purchase | ❌ Screenshots only | ✅ Full orbit + wireframe viewer |
| Creator payout | ⚠️ 30–50% platform cut | ✅ 0% — creator keeps 100% |
| Raw format access | ⚠️ Often Unity package only | ✅ Raw GLB / FBX / OBJ files |
| Use across engines | ⚠️ Engine-locked packages | ✅ Works in Unity, Unreal, Godot, WebXR |
| Piracy protection | ❌ None on raw files | ✅ HiddenMark per-buyer watermark |
| Polygon count shown | ⚠️ Inconsistently | ✅ Always shown on listing |
FAQ — 3D Models for Meta Quest
What 3D file formats work best for Meta Quest development?▾
For Meta Quest development: GLB/GLTF is the best format for WebXR projects (A-Frame, three.js, Babylon.js) running in Quest's browser — single file, compact PBR textures, no additional loading step. FBX is best for Unity and Unreal Engine Quest builds — preserves skeletal rigs, blend shapes, and animations that Unity's import pipeline handles natively. OBJ works for static props in both Unity and Unreal. Avoid high-poly FBX files that aren't game-ready — Quest 2 runs on a Snapdragon XR2 with limited polygon bandwidth.
What polygon count should 3D models have for Meta Quest performance?▾
Meta Quest 2 targets 72fps with a Snapdragon XR2 GPU. Recommended budgets per asset type: hero characters or main objects 1,500–8,000 tris; secondary characters 500–3,000 tris; environment props 100–1,500 tris; entire scene total 100,000–300,000 tris for Quest 2, up to 500,000 tris for Quest 3. Keep individual assets under 10,000 tris unless they're your hero object. Proofly shows the exact polygon count on every listing — filter by count before purchasing.
How do I import a GLB file into a Meta Quest WebXR project?▾
In a WebXR project (A-Frame, Babylon.js, or three.js), load the GLB directly with the GLTF loader — no conversion needed. Example in A-Frame: <a-entity gltf-model='url(/models/asset.glb)'></a-entity>. The GLB's PBR materials render correctly in Quest's Chromium-based browser. For three.js: use GLTFLoader from three/examples/jsm/loaders/GLTFLoader.js, which supports all GLB textures and animations. Compress textures with KTX2/Basis before deployment — Quest's browser handles these efficiently and they reduce load time significantly.
How do I import FBX assets for a Unity Meta Quest build?▾
Drag the FBX file into your Unity project's Assets folder. Unity imports geometry, materials, and animations automatically. For Quest builds: use the Universal Render Pipeline (URP) with the Meta Quest URP preset for correct forward rendering. Set texture compression to ASTC (Quest's native GPU format) in Edit → Project Settings → Player → Android → Texture Compression. Add the OVR Plugin (Oculus XR Plugin) and build for Android. Keep draw calls under 150 for Quest 2 performance — use GPU instancing for repeated props.
Can I use Proofly models commercially in Meta Quest apps?▾
Yes — most Proofly models include a Commercial license that covers use in VR apps, games, and experiences you publish on the Meta Quest Store or SideQuest, sell, or monetize with ads. The Extended license covers cases where the 3D asset is itself redistributable (e.g., an asset pack you sell). Each listing shows its license type clearly. Check the license badge before purchasing any model you plan to include in a Quest app submission.
Does Meta Quest support animated GLB files?▾
Yes — GLB files with animations work in WebXR projects on Meta Quest's built-in browser. Skeletal animations, blend shapes (morph targets), and node animations are all supported via the GLTF 2.0 spec. In three.js, use AnimationMixer to play GLB animations. In A-Frame, use the animation-mixer component from the aframe-extras library. For Unity Quest builds, use FBX animations imported via Unity's Animation system and controlled with an Animator Controller — Unity's FBX import pipeline handles skeletal and blend shape animations natively.
Browse 3D Models for Meta Quest
GLB, FBX, and OBJ files — inspect polygon count and geometry in 3D before buying, download instantly, use in WebXR or Unity/Unreal Quest builds.