Scale locked Scale is fixed at 0.001, so Fusion millimetres always convert to metres for true 1:1 VR/AR. It cannot be changed by the UI.
Fusion / CAD Z-up fix Leave this on if the model appears lying down without it.
Longest axis vertical Normally on. Automatically rotates the model so its longest dimension becomes the vertical Z/up-down axis.
Centre model + floor align Places the model in the middle of the grid with its lowest point on the floor.
Small model viewing height For a 30 cm model, use floor mode for true-size placement, or raise it for close inspection outside XR.
Show metre grid Each large grid square is 1 metre.
Vertical height ruler Normally off. Shows a true-size ruler to the right of the OBJ as you look at it. Choose 1 m, 2 m, current floor-to-ceiling height, or the loaded model’s full length. Its zero end stays on the floor.
XR controller movement Left stick moves only the OBJ horizontally in VR and AR, so the floor/grid stay fixed. Right stick rolls or raises the OBJ.
Show controllers in XR Shows controller models and rays attached to the same XR rig as the headset, so they stay aligned with real tracking.
Show tracked look-a-like hands in XR When Quest hand tracking is active, shows the realistic look-a-like hand models. Each hand disappears automatically when you pick up that side's controller. Apart from the optional left/right pinch interactions below, hands cannot affect the OBJ or controls.
Left-hand pinch centre placement Pinch the left thumb and index fingertip together to place the centre of the OBJ at your pinch point. Keep pinching to carry its centre with your hand, then open the pinch to leave it there. The floor, markers and clipping heights remain fixed.
Right-hand pinch move Pinch the right thumb and index fingertip together to pick up and move the OBJ in any direction. Open the pinch to let go. When left-hand centre placement is active, it takes priority. The floor, markers and clipping heights remain fixed.
Measure between index fingertips When both hands are pointing with only the index finger extended and the thumb, middle, ring and little fingers folded, displays the live fingertip-to-fingertip distance in millimetres inside VR/AR.
Measure between controllers In VR/AR, squeeze and hold both controller grip buttons to display the live distance between two amber measuring tips positioned 10 cm in front of the controllers. Place the tips on object edges or surfaces; release either grip to hide the measurement.
Right-stick spin axis Use Auto for rockets. It picks the model’s longest local axis. If it spins wrong, try X, Y, or Z.
Passthrough / AR mode Use the Enter Passthrough button. The opaque floor and grid are hidden automatically so your real room shows behind the model.
AR floor placement In passthrough, keep the bottom of the model on the calibrated floor. To put the OBJ at a real floor position, place the left controller there, then hold A and squeeze the right grip. The model base and horizontal centre are placed at that point.
XR floor calibration If the floor is wrong in VR/AR, put the left controller on the real floor, then press/hold A on the right controller and press the right trigger. In AR only, hold A and squeeze the right grip instead to set the floor and place the OBJ at the left controller position. You can also nudge the floor up/down.
AR clipping cuts AR/passthrough only. Off until an AR ceiling cut is set. After setting the ceiling in passthrough, press left controller X to toggle clipping on/off.
A + right trigger mode Use Auto normally. Put the left controller at the floor or ceiling/cut height, then hold A and press the right trigger. For a lower AR ceiling/cut height, choose Set AR ceiling cut first.
AR ceiling cut adjustment Fine-tune the passthrough/AR ceiling clipping plane if the controller point is slightly off. This is disabled in VR.
Select Zenith 1.obj first, then use Add MTL / Textures to apply the material file separately.
Touch/drag to rotate outside VR. Scroll to zoom.
Use Enter VR for a virtual room, or Enter Passthrough for Quest AR/passthrough. In AR, put the left controller on the real floor where the OBJ should stand, then hold A and squeeze the right controller grip to place the model base and horizontal centre at that floor point. In VR and AR/passthrough, pinch the left thumb and index fingertip together to put the centre of the OBJ exactly at that pinch point and carry it while held, or pinch with the right hand to move the OBJ freely; open the pinch to release it. The floor and XR tracking space stay fixed. The left stick moves only the OBJ horizontally. Right stick rolls the rocket around its engine-to-nose-cone axis, right stick up/down adjusts model height, and right-stick click resets only the OBJ height back to the calibrated floor. Put the left controller at the calibration height, hold A on the right controller, and press the right trigger to set the floor or AR ceiling cut. Controller visuals are attached to the headset XR rig, not the OBJ. With Quest hand tracking, the realistic look-a-like hands follow your real hands and disappear automatically as soon as the matching controller becomes active. Apart from the enabled left/right pinch placement actions, they cannot affect the OBJ or controls. Point with both hands: keep each index finger extended and fold the thumb, middle, ring and little fingers to display the live fingertip-to-fingertip measurement in millimetres. With Touch controllers, squeeze and hold both grip buttons to draw a live measurement between amber probe tips positioned 10 cm in front of each controller; place those tips on object edges or surfaces, then read the distance in millimetres. Left controller X toggles AR cut-off clipping on/off after an AR ceiling is set. No controller-mounted UI panel is included.