MixCast Beta Program

The MixCast Beta Program allows access to cutting-edge builds of core MixCast applications and SDKs.

We love to hear your feedback on MixCast, so we invite you to join our Discord and work with us to improve future releases of MixCast!

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MixCast Client for Windows

Version: 2.4.0 (BETA)

Download Installer

All versions of MixCast require a license key. If you haven’t done so already, please purchase a license or register for the Free Edition. Beta builds of MixCast have the same licensing and functionality restrictions as regular builds.

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MixCast SDK for Unity

Version: 2.4.0 (BETA)

Download package

Note: It is strongly recommended you do not ship a title with a Beta SDK integrated as backwards and forwards compatibility can not be guaranteed.

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MixCast SDK for Unreal

Version: 2.4.0 (BETA)

Unreal Engine version:

Download Plugin

Note: It is strongly recommended you do not ship a title with a Beta SDK integrated as backwards and forwards compatibility can not be guaranteed.

CHANGELIST

MixCast Client for Windows - 2.4.0

On-The-Fly Configuration

As mentioned in the previous release, we’ve been hard at work migrating the controls offered in the MixCast Configuration app (aka Studio) into the always-accessible Preferences Window. This means that you can configure and tweak every setting MixCast offers without leaving the experience that you’re capturing! With this release, we’ve now freed all controls from Studio with the exception of VR interactions like Quick Align and In-VR Camera Nudging. Otherwise, you no longer have the long iteration loop of returning to the Configuration app each time you want to change a setting!

Compositing Timing Improvements

MixCast output, both as displayed live and recorded to file, should appear more smoothly rendered thanks to improvements in MixCast’s timing logic. Both the experience-to-compositor and compositor-to-recording pipelines are now much more synchronized and thereby allow for more accurate compositing of each frame. Performance has also improved slightly thanks to these changes. Work on improving compositing synchronization further is ongoing and will be released in upcoming updates.

You can toggle the display and burn-in of a compositing timecode on MixCast’s output by using the hotkey Ctrl+Shift+Q.

OptiTrack Tracking Support

MixCast now supports tracking via OptiTrack in addition to our existing support for SteamVR and Oculus tracking. This means that OptiTrack rigidbodies can be selected as the source for a camera transform or the depth of an actor. MixCast supports both local and networked Motive (OptiTrack software) configurations for professional quality capture.

Virtual Camera Horizon-Lock

If you’re capturing a virtual perspective from an experience and want to eliminate the roll motion produced by your headset or other tracked object, you can now enable ‘Zero Out Roll’ to keep the camera horizon level at all times.

Fixes & Improvements
  • Multiple viewfinders can now be displayed in SteamVR MR titles, still with the restriction that only 1 camera can composite at once (this limit isn’t present with the MixCast SDK). Effectively this enables the addition of Desktop viewfinders to MixCast’s interoperation with SteamVR.
  • Video Input depth can be offset forward or backward with a new ‘Distance Offset’ parameter.
  • Fixed Viewfinder Preferences UI incorrectly warning users about an unavailable Desktop Source.
  • Improved stability around launching app windows and connecting to experiences.
  • Disabled the Tracking Controls functions for OpenVR until a more usable & stable approach to world orientation control can be implemented.
Known Issues
  • RealSense depth feed sometimes appears choppy in the Depth Feed Display window. Launching an experience or the Infrared Feed Display window seems to resolve the issue for now.

MixCast SDK for Unity - 2.4.0

On-The-Fly Configuration

Users can now make changes to their MixCast configuration/parameters in parallel with/while running an SDK 2.4.0+ experience. This greatly reduces the time it takes to lock in settings since there’s no need to switch back to MixCast’s VR configuration app as often (really only to perform alignment calibration).

Tracking Space Alignment Improvements

Updates to SDK tracking/alignment logic have been made so that more project setups could be supported and with less fuss. MixCast can now fully accommodate both Seated and Standing/Room Scale tracking modes, and handles Recentering appropriately. You do not need to run SteamVR with Oculus platform titles any more either. To ensure that your project’s configuration is fully supported, check the compatibility details below.

  • If using the Oculus Integration Package and/or the SteamVR Plugin, both Seated and Standing/Room Scale tracking modes are supported from engine version 5.4 up regardless of whether you’re utilizing Unity’s built-in Virtual Reality support, the XR Management System, etc.
  • If you can’t include the above plugins, then MixCast’s SDK can support your project in the following circumstances due to engine limitations:
    • Legacy Virtual Reality functionality – both Oculus and OpenVR are supported, in Standing/Room Scale tracking mode only, from engine version 2017 up.
    • XR Management System – Oculus is supported in Standing/Room Scale tracking mode only. OpenVR is not yet supported as there hasn’t been an official release.

MixCast SDK for Unreal - 2.4.0

On-The-Fly Configuration

Users can now make changes to their MixCast configuration/parameters in parallel with/while running an SDK 2.4.0+ experience. This greatly reduces the time it takes to lock in settings since there’s no need to switch back to MixCast’s VR configuration app as often (really only to perform alignment calibration).

Tracking Space Alignment Improvements

Updates to SDK tracking/alignment logic have been made so that more project setups could be supported and with less fuss. MixCast can now fully accommodate both Seated and Standing/Room Scale tracking modes, and handles Recentering appropriately. You do not need to run SteamVR with Oculus platform titles any more either.

Known Issues
  • Viewfinder brightness not yet consistent with desktop output.