Proofly Marketplace
VR / AR 3D Models
Download 3D assets optimised for virtual and augmented reality — low-poly GLB for Meta Quest and WebXR, FBX for Unity XR and Unreal OpenXR, USDZ-convertible for Apple Vision Pro. Real-world scale, compressed textures, draw-call tested. Creators keep 100%.
Polygon Budgets by VR / AR Platform (2026)
VR requires consistently high frame rates — 72–120 fps depending on platform. Exceeding these budgets causes dropped frames, judder, and simulator sickness. Standalone headsets (Quest, Vision Pro) are far more constrained than PC VR.
| Platform | GPU | Scene tris | Draw calls | Texture max | Format |
|---|---|---|---|---|---|
| Meta Quest 2 | Snapdragon XR2 (Adreno 650) | 100k–300k | ≤ 50 | 1024×1024 (ASTC) | GLB / FBX (Unity XR) |
| Meta Quest 3 | Snapdragon XR2 Gen 2 | 300k–500k | ≤ 75 | 2048×2048 (ASTC) | GLB / FBX (Unity XR) |
| PC VR (Index / Vive) | RTX 3080+ recommended | 1M–3M | ≤ 300 | 4096×4096 (DXT/BC7) | FBX / GLB |
| Apple Vision Pro | M2 + R1 chips | 200k–600k | ≤ 100 | 2048×2048 (ASTC / BC) | USDZ (native) / GLB → convert |
| WebXR (browser) | Mobile GPU (WebGL 2 / WebGPU) | 30k–80k | ≤ 30 | 512–1024 (KTX2/Basis) | GLB only |
| HoloLens 2 | HPU 2.0 + Adreno 630 | 150k | ≤ 40 | 512×512 (DXT/BC3) | GLB / FBX (Unity MRTK) |
Scene budgets assume single-pass stereo rendering. Actual limits depend on shader complexity, post-processing, and number of dynamic lights.
VR / AR 3D Asset Categories
From full game environments to individual grab-able props — organised by VR/AR use case.
VR Game Environments
Modular rooms, corridors, outdoor terrains, and stylised worlds built for 72 fps on standalone headsets.
Interactive VR Props
Grab-able objects, switches, levers, and tools. Low-poly with correct 1:1 metre scale for hand presence.
VR Avatar Bodies
Half-body or full-body rigs for VR social apps. Compatible with Unity XR Interaction Toolkit hand tracking.
AR Surface Objects
Furniture, décor, and consumer objects for ARKit and ARCore plane-detection anchoring.
Archviz VR Walkthroughs
Architectural interiors and building shells at real-world scale for client-facing VR tours.
Training Simulation Assets
Industrial equipment, medical devices, and safety props for VR training environments.
Sci-Fi VR Props
Futuristic weapons, terminals, vehicles, and dressing for sci-fi VR games and experiences.
Fantasy VR Assets
Swords, shields, potions, and dungeon dressing for fantasy VR RPGs and escape rooms.
Formats for VR / AR — Which to Buy
GLB / GLTF
- WebXR — Three.js, Babylon.js, A-Frame, PlayCanvas
- Quest (native) — via OpenXR loader or Meta SDK
- Godot XR — native GLTF import, XRToolkit
- React Three Fiber — @react-three/xr
- Unity (via GLTFast) — Unity 2022+ package
- Khronos open standard; browser-native
FBX
- Unity XR — XR Interaction Toolkit, MRTK2
- Unreal XR — OpenXR plugin, SteamVR, OculusVR
- Animations — FBX preserves rigs and clips reliably
- Blender — import/modify/re-export pipeline
- Autodesk proprietary; not browser-native
USDZ / USD
- Apple Vision Pro — visionOS, RealityKit
- iOS AR Quick Look — Safari direct preview
- Convert from GLB — Reality Converter (Mac, free)
- Pixar open standard — wide DCC tool support
- Not available on Quest or PC VR headsets
Best practice: Look for Proofly listings that include both GLB and FBX in a ZIP archive — you get WebXR + Godot coverage from GLB, and Unity/Unreal coverage from FBX, without needing to convert anything. Use Apple's free Reality Converter to produce USDZ from the GLB if you need Vision Pro support.
Importing VR Assets into Unity XR and Unreal OpenXR
Unity XR Interaction Toolkit
- Install XR Interaction Toolkit from Package Manager → enable OpenXR or Oculus provider
- Import FBX or GLB (via GLTFast package) → set Scale Factor to 1 if the asset is already in metres
- Add an XR Grab Interactable component to the prop GameObject
- Set up a Rigidbody with collision meshes — use convex hulls for grab-able objects
- Enable GPU Instancing on materials and use Static Batching for non-moving environment pieces
- Use the Oculus Profiler Panel to verify draw calls and GPU time stay within budget
Unreal Engine 5 — OpenXR Plugin
- Enable the OpenXR plugin in Plugins → set target platform to Meta XR or SteamVR
- Import FBX → set Import Uniform Scale to 100 (UE uses cm, not metres)
- Enable Nanite for PC VR static meshes; disable it for Quest (Nanite unsupported on mobile GPU)
- Use LOD Group — Quest needs at minimum LOD0 (full detail) and LOD1 (50% reduction)
- Enable Mobile HDR off in project settings for Quest forward rendering
- Profile with Unreal Insights — target GPU frame time under 11 ms for 90 fps
WebXR — Three.js / A-Frame
- Load GLB with
GLTFLoader→ add to scene → enter XR session withrenderer.xr.enabled = true - Use KTX2Loader with Basis Universal transcoder for compressed textures — 6–8× smaller GPU footprint
- Enable DRACOLoader for DRACO-compressed geometry — smaller download, same quality
- Add
renderer.setPixelRatio(window.devicePixelRatio)— Quest browser renders at 1.5× scale - Use XRControllerModelFactory for controller models — do not import separate hand models, use the built-in Khronos controllers
- Test in Firefox Reality or Meta Browser on Quest — desktop Chrome WebXR emulator is useful but not definitive
6 Things to Check Before Buying VR / AR 3D Assets
Real-world scale (1 unit = 1 metre)
VR breaks immediately if scale is wrong — a chair that is 10 cm tall destroys presence. Confirm the listing states '1 unit = 1 metre' or test with a known reference. GLB exported from Blender at default scale is correct.
Polygon count stated in the listing
Good creators list triangle counts in the description. For Quest, reject any prop over 5 k tris and any environment module over 15 k tris unless it clearly justifies complexity. For PC VR and Apple Vision Pro, budgets are more generous.
Power-of-2 textures (512, 1024, 2048)
Non-power-of-2 textures cannot be GPU-compressed on mobile VR. ASTC compression on Quest requires PoT textures. Check preview renders — extremely detailed textures on low-poly objects are usually too large for Quest.
Single mesh or minimal mesh count
Each separate mesh = one draw call. A prop made of 40 separate sub-objects will cost 40 draw calls. Ideally a prop is one or two meshes. Check the Files tab or ask the creator if draw call count matters for your target platform.
No excessive transparency
Alpha-blended materials (glass, leaves, hair cards) are expensive on mobile VR. Prefer alpha-tested cutout materials. Avoid purchasing assets where 50%+ of the visible surface uses alpha-blend transparency for a Quest project.
Format and engine compatibility
GLB for WebXR, Godot XR, and raw Quest (via OpenXR loader). FBX for Unity XR Interaction Toolkit and Unreal OpenXR. USDZ for Apple Vision Pro / visionOS. Many Proofly listings include a ZIP with multiple formats.
VR vs AR — Different Asset Requirements
Virtual Reality (VR)
Full environment replacement. You control all lighting.
- Lighting — PBR materials under controlled HDRI or baked lightmaps
- Scale — consistent room scale; player is 1.7 m tall by default
- Texture — ASTC for Quest; DXT/BC7 for PC VR
- LOD — essential; objects at 20 m+ can use 50–90% reduction
- Occlusion — standard GPU depth buffer; no special requirements
- ✓ Richer assets possible on PC VR (1M+ tris budget)
Augmented Reality (AR)
Overlay on the real world. Lighting comes from ARKit/ARCore estimation.
- Lighting — must react to real-world light via ARKit/ARCore light estimation
- Scale — critical; an AR chair that is 3× too large breaks immersion
- Colour — neutral base tones (grey, beige) read well under variable lighting
- Transparency — occlusion mesh needed for objects to appear behind real surfaces
- Plane detection — assets designed to sit on detected floor/table planes
- ⚠ Lower poly budget — phone camera + tracking is compute-heavy
Browse VR / AR Models by Format and Type
FAQ — VR / AR 3D Models
What polygon count is safe for Meta Quest 3?▾
Meta Quest 3 targets 72 fps on a Snapdragon XR2 Gen 2 GPU. A safe scene budget is 300,000–500,000 triangles total across all visible objects. Individual assets should stay under: characters 5,000–10,000 tris, hand-held props 500–2,000 tris, environment building modules 2,000–8,000 tris, and background decoration under 500 tris. Quest performance tanks quickly beyond 50 draw calls per frame, so batching and atlasing textures is more important than raw poly count. When buying, prioritise assets that explicitly list polygon counts in the description.
What 3D format does WebXR use?▾
WebXR runs in the browser and uses GLB (binary GLTF 2.0) exclusively. GLB loads via Three.js GLTFLoader or Babylon.js SceneLoader, and the Khronos GLTF specification maps directly to WebGL / WebGPU calls. For WebXR, keep textures at 512×512 or 1024×1024 maximum and use KTX2 Basis Universal compression (GLTF KHR_texture_basisu extension) where possible — it reduces texture memory by 6–8× compared to uncompressed PNG. Total scene size should stay under 5 MB for fast wireless loading. Models from Proofly in GLB format are immediately usable in Three.js WebXR sessions.
Can I use standard 3D models in Apple Vision Pro?▾
Apple Vision Pro uses RealityKit and prefers USDZ format for AR Quick Look and visionOS apps. However, you can convert GLB and OBJ files to USDZ using Apple's Reality Converter (Mac app, free) or the command-line 'xcrun usdz_converter' tool. Reality Composer Pro (Xcode 15+) can also import FBX, OBJ, and GLTF/GLB and export to USDZ. For Unity PolySpatial (Unity XR for Vision Pro), standard GLB and FBX assets imported into Unity work directly. Most Proofly GLB and OBJ assets convert to USDZ without issue, though complex PBR shader setups may require manual material adjustment in Reality Composer.
What is the difference between VR and AR 3D asset requirements?▾
VR assets render in a fully enclosed virtual environment — you control all lighting, so PBR materials work predictably. AR assets overlay onto the real world, so they need physically accurate materials that react to real-world lighting (important for ARKit/ARCore light estimation). AR assets typically need: lower polygon counts (mobile camera tracking is compute-intensive), real-world correct scale (1 unit = 1 metre), neutral base colours that read well under varying real-world lighting, and optional occlusion meshes for realistic depth sorting. Both VR and AR benefit from power-of-2 textures, minimal draw calls, and LOD variants.
Do VR assets need special UV maps?▾
VR assets need a second UV channel (UV2) if you plan to bake lightmaps — Unity's Progressive Lightmapper and Unreal's Lightmass require non-overlapping UV2 for static geometry. If your VR scene uses only real-time lighting (common in Quest apps to save GPU time), a single UV channel is fine. For AR, lightmaps are rarely used since lighting comes from the real world. When buying, check whether the listing mentions 'lightmap UVs' or 'UV2' in the description if you need baked lighting. Most game-ready GLB and FBX assets from Proofly include at least one clean UV channel.
Can I use VR/AR assets from Proofly in a commercial app or game?▾
Yes — most Proofly listings include a Commercial license that covers apps, games, and interactive experiences published for sale or download. Check the license badge on each model page: Personal, Commercial, or Extended. Commercial covers a single product/app. Extended covers templates or assets you redistribute to other developers. If you're building a VR training platform, multiplayer game, or enterprise AR tool that generates revenue, Commercial is the right license. For NDA projects or custom licensing terms, use the 'Message Creator' button to contact the creator directly.
Related Use Cases
Find Your Next VR / AR 3D Asset
Low-poly GLB for WebXR and Quest, FBX for Unity XR and Unreal OpenXR. Real-world scale, compressed textures, draw-call tested. Inspect every model in the 3D viewer before you buy. No subscription. Creators keep 100%.