MIXCAST SDK FOR UNITY
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:
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!
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.
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+.
Archived Download: MixCast SDK for Unity (2.3.3)
A long time in the making, this change moves the responsibility of combining mixed reality layers from the MixCast SDK for Unity to the MixCast Client (as was already the setup for the Unreal SDK). This reduces the likelihood of developers encountering friction with project compatibility, decreases the performance impact of mixed reality on the VR user’s experience when MixCast is running, and enables flexibility in our development of future features, among other benefits. The sole feature which needs more time to develop under the new scheme is Subject Lighting, which will make a comeback later in the 2.3 update cycle.
In summary, you should now see fewer scripts and assets in the package and encounter fewer issues in integration, without an impact on nearly any of MixCast’s offered features.
Until this update, the Unity SDK used the Far Clip Plane value of the engine’s Camera component to discard objects/pixels that are behind the user’s approximate depth (not in the ‘foreground’). This unfortunately produced some artifacts or unwanted behaviour in Unity, such as shadows in the foreground fading away unintentionally as they near the segmentation depth, and occlusion culling hiding objects that should appear.
Starting now, when rendering the foreground layer for a camera, the depth buffer is populated with the desired clipping depth, before all geometry, so Z-Testing will perform the discard instead of the far clip, avoiding the aforementioned issues.
Archived Download: MixCast SDK for Unity (2.3.2)
Archived Downloads: MixCast SDK for Unity (2.2.3)
MixCast supports projects using the Unity Lightweight Render Pipeline (v4.0.0 and up).
Archived Downloads: MixCast SDK for Unity (2.2.2)
Archived Downloads: MixCast SDK for Unity (2.2.1)
Setting up MixCast now just requires adding a single prefab to the root of your scene! Existing projects will continue to function as expected.
MixCast now maintains a Project Identifier for each project that the SDK is imported into, in order to better track which VR experience media is being generated from.
Added ability to supply additional transforms to MixCast from the SDK so they can be referenced as transforms to be tracked.
Displaying to the desktop, taking snapshots, and recording and streaming video are no longer the responsibility of the SDK. Benefits include fewer files to import and forward-compatibility of more MixCast functionality.
Archived Downloads: MixCast SDK for Unity (2.2.0)
MixCast SDK for Unity now available!