@Umbra: I completely agree with you on this. Working with USDZ for iOS AR experiences is incredibly time-consuming and frustrating for our company. We frequently find ourselves reverse-engineering problems and issues specific to the USDZ format that simply don't exist with GLB.
Let me provide an example: We create high-quality 3D product models for web and AR applications. These can be compressed to 4-12 MB as GLB files. However, maintaining the same quality in USDZ format often results in file sizes of 60 MB or more. This leads to frequent crashes in iOS Safari or excessively long loading times in AR, making it impractical to offer to customers.
Consequently, we're forced to adopt a dual approach: high-quality models for Android AR cases and lower quality for Apple devices. This clearly contradicts Apple's mission of providing superior user experiences.
Furthermore, we're reliant on unpolished software like "Reality Converter," which seems to be in perpetual development with virtually no communication from Apple. We resort to downloading it monthly just to check if there's been a version update.
It's challenging to comprehend Apple's strategy here. With Vision Pro and the iPad and iPhone positioned as excellent AR devices, the obstacles they're creating are baffling. I believe that dedicating a team to USDZ development, or even just assigning 5 staff members to the task, could make a world of difference.