Limits and boundaries Every input and output is bounded. Requests that exceed a budget are refused before the change, and uncertain mutations are never retried automatically.
Transport # Limit Value Request body 8 MiB Response body 8 MiB Bridge queue 8 pending requests Default timeout 60 seconds Slow operation timeout 300 seconds Long operation timeout 600 seconds
Long operations: remesh_quad, lod_chain and bake_map.
Scene and objects # Limit Value scene_info page1–1000 objects Name length 63 UTF-8 bytes Import name 58 UTF-8 bytes Custom mesh vertices 3–10,000 Custom mesh faces 1–20,000 Face size 3–64 vertices Face indices 100,000 Modifier stack 16 modifiers Evaluated bevel or subdivision 500,000 faces Duplicate objects 1–256 Join sources 1–64 Separate parts 1–64 Array copies 2–1000 Boolean inputs and result 500,000 triangles
Geometry # Limit Value General mesh operations 500,000 triangles remesh_quad, collision, lightmap_uv, texel_density200,000 triangles remesh_quad target16–100,000 faces LOD levels 1–6 Collision loose parts 1–64 Collision hull vertices 4–255 UV layers 8 Voxel size 0.005–1 local units Voxel bounding volume 2,000,000 voxels
Rigging and animation # Limit Value Armature bones 128 Binding bones 64 Binding meshes 16 Binding vertices 50,000 Weight repair vertices 100,000 Weight groups 512 Weight assignments 1,000,000 Inspected bones 512 Inspected vertices 100,000 Inspected triangles 100,000 Keyframes per action 32 Poses per frame 128 Poses per call 2,048 Animated export meshes 64 Animated export vertices 100,000 Animated export triangles 200,000 Animated export bones per armature 128 Animated export actions 32 Animation QA samples 2–32 Deformation vertex samples 2,000,000 Retarget armature bones 512 Retarget bone mappings 128 Retarget source frames 1,000 Retarget samples 2–256 Retarget keyframes 100,000
Materials and baking # Limit Value Image size 16 MiB Image dimensions 4096² Combined material pixels 32,000,000 Material slots per inspection 64 Material nodes 512 Mesh shape keys including Basis 64 Rig actions in inventory 64 NLA strips per rig 32 Bake low-poly triangles 200,000 Bake high-poly triangles 1,000,000 Bake high-poly objects 64 Bake resolution 4096 Bake samples 256 Bake margin 64 pixels
Imports # Limit Value Source file 64 MiB GLB nodes 1,000 GLB vertices and triangles 500,000 GLB skins 16 GLB joints per skin 512 GLB total joints 1,024 GLB skinned meshes 64 GLB morph targets per mesh 64 GLB total morph targets 256 GLB influences per vertex 4 GLB animations 32 GLB channels and samplers 1,024 GLB keys per clip 100,000 GLB total keys 256,000 Embedded image dimensions 4096², combined 4096² pixels OBJ material libraries 16 OBJ textures 64 USD asset references 128 FBX and USD sidecar textures 64 files, 64 MiB
Levels and assembly # Limit Value Terrain resolution 2–501 vertices per side Terrain triangles 500,000 Terrain size 0.01–10,000 per axis Terrain height 0.01–1000 Terrain image PNG/JPEG, 16 MiB, 4096² Placements per call 256 Placement scale Above 0 to 10,000 per axis Snap objects per call 256 Snap offset -1000 to 1000
Previews and scatter # Limit Value Preview resolution 2048; Eevee 1024 Review sheet width 256–2048 Review views 6 Review source triangles 500,000 Copy-based review modes 200,000 triangles Scatter collection objects 256 Estimated instances 100,000 Realized scatter triangles 2,000,000
Local generation # Limit Value Input image 16 MiB Input dimensions 4096 pixels per side Resolution 64–192 Timeout 180 seconds Output GLB 64 MiB Output faces 500,000
Ownership # Limit Value Lease duration 30–3600 seconds Default lease 600 seconds Owner label 128 characters
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