You can register a or multiple File Formats / protocols for your app in XCode , so ios can understand that the app can work with the file.
Loading the actual model is the hard part.
The import functions for models that the unity editor has, are not available on any exported unity application.
You would have to build a importer for all the file formats that you like to import yourself.
Not to discourage you but that’s a very heavy / complex task.
i agree to you its so heavy and very complex task. i was thinking right now on how to debug it to locate that data was open. i think i need a lot things to research.
Some file formats are easier to import then other, OBJ for example is kind of easy. For that there is a free asset in the asset store.
Another way i could think of would be a automated process of Uploading the model form the app to a serer with a unity editor installation that could batch import the model , create a assetbundle and send a download link for the assetbundle with the model in it back to the application.
Then the application can download the assetbundle and and use the model.
You would have to have all the programs installed for the different file formats.
Unity will query other programs on formats that unity can not read natively.
On a cinema 4D File (.c4d) unity would request the conversion form the local Cinema 4D installation.
The same gos for native maya file and 3DS max files.