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 Community and work with us to improve future releases of MixCast!

DOWNLOADS

MIXCAST CLIENT FOR WINDOWS

Version: 2.4.1 (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.

DOWNLOADS

MIXCAST SDK FOR UNITY

Version: 2.4.1 (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.

DOWNLOADS

MIXCAST SDK FOR UNREAL

Version: 2.4.1 (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 - 2.4.1

External Keying Support

MixCast now fully supports programs like XSplit VCam and NVIDIA Broadcaster that remove a webcam feed’s background through their own methods. Simply ensure that the “Source Transparency” WildKey method under the Physical Devices menu is enabled for that video input.

ZED Depth Camera Support

MixCast now supports StereoLabs’ ZED depth cameras (ZED, ZED Mini, and ZED 2) in addition to the existing support for Intel RealSense and Microsoft Azure Kinect. ZED cameras sport the lowest latency of the three depth camera lines and are unique in that they don’t interfere with IR-based tracking systems like SteamVR (though do require a well-lit environment). ZED Minis and ZED 2s also provide IMU data allowing for easier alignment.

Floor Depth Compensation

You’ve probably seen cases with existing mixed reality compositing where the user’s feet are hidden or ‘cut off’ by the virtual floor of the experience. With MixCast 2.4.1, MixCast can now ensure that your feet stay above the floor during compositing! (Works with SDK titles 2.3.0+)

Additional Tracking Controls
  • Xbox controllers can be used to adjust a free camera’s placement, allowing you to fly around the scene for virtual shots.
  • Physical Devices can have keyboard controls enabled for tracking adjustment. This can provide an alternative to recalibrating tracking for a video input that can be applied even while running an experience so you don’t have to stop your shoot to resolve minor changes in alignment.

The UI to activate each feature can be found under the Camera or Physical Device (respectively) Tracking sections in the Preferences window.

Improvements
  • RealSense, Kinect, and ZED cameras now all obtain their lens data (field of view & distortion parameters) without requiring any user calibration. The Field of View controls has also been updated to reflect these changes and for further clarity regarding functionality.
  • Video inputs can now have their color image previewed independent of running an experience.
  • Tracking sources are much more efficiently and reliably communicated with.
  • Compositing timing has undergone additional improvements.
  • BlackMagic DeckLink Video Output is frame-synced with the compositing pipeline.
Fixes
  • Resolved compositing issues from Depth and Subject Boxing edge cases.
  • MixCast fails more gracefully when your configuration data has become corrupted or when it encounters certain permissions errors.
Known Issues
  • BlackMagic Video Input is experiencing sporadic frame drops/desyncs (to be addressed).

MixCast SDK for Unity - 2.4.1

Improvements & Fixes
  • Eliminated the use of a third party library.
  • Fixed cases where non-standard player scale was not being compensated for correctly.

MixCast SDK for Unreal - 2.4.1

Optimizations
  • Eliminated the need for a separate Transparency Scene Capture render, reducing MixCast rendering cost significantly!
Improvements & Fixes
  • Eliminated the conflict between rendering features that caused developers to have to choose between rendering an Alpha Channel and being able to clip the foreground on a Per-Pixel basis (in Unreal 4.22+).
  • Fixed cases where non-standard world scale was not being compensated for correctly.