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: 2.3.4 (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: 2.3.4 (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: 2.3.4 (BETA)

Unreal Engine version:

(Packages for other versions of Unreal will be coming shortly)

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 - 2.3.4

Present Output as Webcam

MixCast now allows you to present your MixCast camera’s output to webcam-based software such Skype, Zoom, Google Hangouts, and Discord! While in VR, you can now communicate with others on video calls while providing them with the full digital context of your environment. We’re very excited about these capabilities and plan to continue work on this area as we see great value in bridging the powers of both 2D and VR/AR tools to the benefit of both. Note that this is a significant improvement over sharing an MR window on your screen with your video call, as your camera feed is generally transmitted at a higher quality than your desktop with these programs.

Viewfinder Expansion

In addition to the changes allowing Viewfinders to be edited from the Preferences window mentioned above, Viewfinders have the following new options:

  • Select Desktop as Image Source and let MixCast mirror your desktop in VR. This is a powerful addition to MixCast’s roster as it now allows you to have a clear view of all your PC’s operations while using any MixCast-ready VR experience. When combined with the Webcam functionality above, you can now bring your full VR toolset to video conferences with effective two-way communication!
  • Configure Viewfinders to follow any tracked object including the HMD.
  • Configure Viewfinder display scale (a welcome addition to all!)
[Film License] Enhanced BlackMagic DeckLink Support

Improvements continue on MixCast’s virtual-production capabilities. In this release, specific support for BlackMagic DeckLink capture/broadcast cards is being added, with the following initial functionality:

  • Decklink Devices being used as Video Inputs will have their input parameters automatically detected rather than needing to be specified exactly by the user.
  • MixCast Camera video can be piped out of a Decklink Device via HDMI or SDI cable for further processing. High end setups can use this to great advantage in capturing footage in various stages of the rendering/compositing pipeline.
Quick Align Improvements
  • Quick Align has added support for the following controllers:
    • HTC Cosmos
    • Valve Knuckles/Index
    • Rift S/Quest Link
  • Presentation of instructions and camera feed is clearer and more flexible.
  • The Quick Align flow can be cancelled out of during the process.

This is the first of several passes to the Quick Align process to make it more powerful and accessible, so stay tuned for more improvements to come!

Expanded Backdrop Options

MixCast now allows for mixed reality rendering in multiple styles: Physical Backdrop and Virtual Backdrop. Virtual Backdrop represents the existing behaviour, where the background of a video input, as determined by WildKey, is hidden, and the active experience renders the background that appears behind the user. Physical Backdrop mode is our new offering, which allows the experience to render some objects behind the user, but draws the physical background of the video input as the ‘Backdrop’ behind those virtual objects. This is generally the desired approach for AR experiences though it can have its place in VR experiences too!

For experiences that intend to offer both styles of Backdrop rendering, objects can be flagged as representing the background of the virtual scene (eg: meshes representing the sky, ground, etc) so that they don’t conflict visually with the physical environment that the user is shown in.

Preferences Window Expansion

MixCast now exposes more of its existing configuration options through the Preferences window rather than needing to open the MixCast Configuration app, allowing for more options to be configured/adjusted on the fly! This process of migrating options out of the configuration app is an ongoing effort (notable omissions in this release are WildKey parameters and Quick Alignment) but the changes are already providing benefits with regards to ease of use. The new sections that can be found in the Preferences window are “Physical Devices”, “Virtual Cameras”, and “Viewfinders”.

Improvements & Fixes
  • The Desktop Display window can now be ‘detached’ from the experience window while running. This is helpful if access to the underlying experience UI is desired while still displaying the MixCast output. You can trigger this functionality by selecting the MixCast Desktop Display or Experience windows and either:
    • Holding down Shift and clicking the button that appears in the top right of the MixCast Desktop Window, or
    • Holding down Ctrl and pressing the Tab key
  • Azure Kinect devices have their Field of View and Lens Distortion data read in automatically rather than needing to be input manually. Kinect Lens Distortion correction is applied automatically.
  • Exported configuration files can replace a Video Input configuration’s Hardware ID field with an asterisk (*) to flag that this configuration should be assigned to a matching device that is connected on the machine that loads the configuration file.
  • Performance improvements in several areas of MixCast’s general operations.
  • Resolving unintentional interactions between the MixCast Client and the Unreal Editor.
  • Fixed issue where Windows Startup entry wasn’t supplied the correct path.
  • Enabled full compression on MixCast Client Installer for better file sizes.

MixCast SDK for Unity - 2.3.4

Expanded Backdrop Options

As part of the addition of Physical Backdrop rendering, the MixCast SDK rendering pipeline has been expanded. Developers should flag which backdrop modes their experiences support under the MixCast Project Settings through the new options:

  • Can Render Opaque BG (supports Virtual Backdrop style compositing)
  • Can Render Transparent BG (supports Physical Backdrop style compositing)

If you’re building a VR application, you should have at least Opaque BG rendering supported, and for AR, Transparent BG, but we encourage you to think about supporting both as well!

XR Management Plugin Support

Unity has shifted to a package-driven approach to XR support and has released Oculus platform support under this new structure (though OpenVR is still forthcoming) and as such the MixCast SDK needed new logic to understand when/how MixCast should run. The 2.3.4 SDK for Unity introduces support for this new architecture.

Improvements/Fixes
  • Fixed issue with aligning experience and MixCast coordinates when using the Oculus SDK. Have also ensured that Oculus Rift S and Quest Link headsets are correctly handled.

MixCast SDK for Unreal - 2.3.4

Support for Rift S/Quest Link when using the Oculus Plugin

In Unreal projects using the Oculus plugin to provide VR support, MixCast now supports making mixed reality with the Oculus Rift S and Quest Link. Previously only the original Rift was supported.

Expanded Backdrop Options

As part of the addition of Physical Backdrop rendering, the MixCast SDK rendering pipeline has been expanded. Developers should flag which backdrop modes their experiences support under the MixCast Project Settings through the new options:

  • Can Render Opaque BG (supports Virtual Backdrop style compositing)
  • Can Render Transparent BG (supports Physical Backdrop style compositing)

If you’re building a VR application, you should have at least Opaque BG rendering supported, and for AR, Transparent BG, but we encourage you to think about supporting both as well! Note that your Translucency Mode project setting will affect how Transparent BG rendering is handled.

Improvements/Fixes
  • Enforcing Global Clip Plane and Scene RenderTarget Resize project settings automatically as needed.
  • Resolving unintentional interactions between the MixCast Client and the Unreal Editor.