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: 2.3.3 (BETA)

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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: 2.3.3 (BETA)

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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: 2.3.3 (BETA)

Unreal Engine version:

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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.


MixCast Client for Windows - 2.3.3

Depth Filtering Improvements

In the past, RealSense cameras could have their depth maps processed by the RealSense SDK to refine the quality of data received. This was exposed through MixCast as optional Temporal and Spatial Filters. Since MixCast now supports the Kinect Azure, we took it upon ourselves to introduce our own filters that could be applied to any supported depth camera. These are exposed as the following two features in the Input Device section for this release:

  • Temporal Filter: Keeps track of multiple frames of depth data so that areas where depth can’t be determined in this frame can be filled with recent determined values.
  • Fill Gaps in Depth: Areas where depth can’t be determined are filled with the nearest found values.

The Visualize Depth functionality in Studio also now displays the depth map using a rainbow gradient instead of in grayscale for readability.

Improvements & Fixes
  • Additional Azure Kinect sensor parameters exposed for user control: Brightness, Contrast, Saturation, Sharpness.
  • Automatic Branding Image files can now be hot-swapped without needing to restart MixCast.
  • Intel RealSense cameras disable their IR emitters during Quick Setup to avoid SteamVR 2.0 tracking interference when in close proximity to the device.
  • Fixing compatibility issue with WiGig adapter OpenVR driver.
  • Added check to ensure MixCast windows don’t launch in an invalid position.

MixCast SDK for Unity (2.3.3)

LWRP/URP Support

Re-introducing support for the Lightweight/Universal Render Pipeline package to the MixCast SDK for Unity. Supported versions of the package are LWRP 6.9+ / URP 7.1.9+.

MixCast SDK for Unreal (2.3.3)

Note on Versioning: This update to the MixCast SDK for Unreal brings it to near parity with the MixCast SDK for Unity. As a result, we’ve increased the version number to match that of the rest of MixCast for clarity. Thank you to all those who’ve been using MixCast with Unreal so far; there’s lots more to come 🙂

Expanded Foreground Clipping Options

Until this update, the Unreal SDK could only use the (Far) Clip Plane value of the engine’s Camera component to discard objects/pixels that are behind the user’s approximate depth (and therefore not in the ‘foreground’), and required the enabling of Unreal’s “global clip plane” option in the project.

Starting with the 2.3.3 version of the MixCast SDK for Unreal, a new option is offered called “Per-Pixel Foreground Clipping”, which allows for the foreground to be clipped based on Z-Testing instead of the far clip plane. This has a number of benefits:

  • Avoiding the aforementioned general project setting requirement, which otherwise has a performance cost.
  • Allows for more nuanced foreground clipping (per-pixel rather than a single plane), especially when using MixCast with depth cameras.
  • Avoiding a 3rd render pass to capture the opacity of the foreground.

Unfortunately this mode doesn’t support translucency due to a lack of control in Unreal over the alpha channel in the base pass. As a substitute for the alpha channel, foreground objects are isolated using a key color approach, which doesn’t support translucency and which requires a magic color (one unlikely to appear normally during rendering) to be specified. Objects using translucent shaders are automatically hidden in MixCast’s foreground render in this scenario.

Note that if you’re using MixCast’s “Force Additive Blending” option for your project already, the restrictions around transparency with Depth-Based Foreground Clipping mentioned aren’t applicable since Force Additive Blending already causes MixCast to ignore the alpha channel.

Full In-VR Display Support

Until this update, the Unreal SDK didn’t have the ability to display feeds from MixCast in VR natively through the SDK, only as provided by the OpenVR overlay API (limited to one overlay, no depth sorting, etc).

Starting with the 2.3.3 version of the MixCast SDK for Unreal, full In-VR display support is provided, meaning that end-users can monitor as many MixCast outputs as they’ve configured without taking their headset off. These can be toggled off at runtime through the MixCast status window as with MixCast SDK for Unity and SteamVR SDK titles.

Update Checking

The SDK can now check for available updates to the plugin when you start the UE4 Editor and notify you if a newer version is available!

Custom Tracked Objects

The feature allows developers to incorporate run-time pose information from the Unreal app itself into the positioning logic of the MixCast cameras rendering the scene. This feature is initially intended only for titles working with MixCast on custom functionality (contact us for more information!). This page in the documentation describes the technical steps to follow when you’re ready.