What's New
2018-02-26

    New Features

  • Improved Video Async Reprojection (VAR) when using ZED Mini with HTC Vive for stereo pass-through.
  • Updated ZEDCamera.cs script to use the ZED Mini inertial sensors to improve reprojection.

    Bug Fixes

  • Fixed camera FPS value when the camera is disconnected.

    Known Issues

  • On certain configurations, VRCompositor in SteamVR can freeze when using HTC Vive and ZED. Updating Nvidia drivers to 390.77 can fix the issue. Read more.
  • An optimal stereo pass-through experience can be obtained using ZED Mini on Oculus Rift. The greater vertical field of view of HTC Vive can lead some users to report a "box" feeling when using stereo video pass-through.
  • When using HTC Vive and ZED Mini for pass-through, make sure to stay in the play space and that different Lighthouse systems do not interfere. Video Async Reprojection uses Lighthouse tracking to reduce rotational latency and tracking losses can create video jumps in the headset.
2.3.2
2018-02-20

    New Features

  • Added Camera FPS, Engine FPS, Tracking Status, HMD and Plugin version in ZED Manager panel. These status will help developes see where the application's bottlenecks are.

    A Camera FPS below 60FPS indicates a USB bandwidth issue. An Engine FPS below 90FPS indicates that rendering is the limiting factor. Both will induce drop frames.

    Note that building and running your application greatly improves performance compared to playing the scene in Unity Editor.

  • Added automatic detection of OVR package to avoid having to manually define "ZED_OCULUS" in project settings when using ZEDOculusControllerManager.
  • Added compression settings (RAW, LOSSLESS, LOSSY) in ZEDSVOManager.cs script.
  • Updated ZEDCamera.cs script to include setIMUPrior(sl::Transform) function used for video pass-through.

    Bug Fixes

  • Fixed initial camera position when using ZED Mini and an HMD. This had an impact on virtual objects created with physical gravity up and spatial mapping mesh origin.
  • Fixed ZED Manager instance creation to respect MonoBehavior implementation. Only one ZED manager instance is available at a time for an application.
  • Fixed enable/disable depth occlusions settings in Deferred rendering mode.
  • Fixed resize of halo effect in the Planetarium example.
  • Fixed garbage matte behavior in GreenScreen example that displayed anchor spheres in the scene after loading a matte.
  • Fixed Loading message when ZED tries to open.
  • Remove BallLauncher message instruction, as it was not used.
2.3.1
2018-01-31

    Minor Fixes and Updates

  • Added plugin version in ZEDCamera.cs.
  • Fixed GreenScreen prefab in Canvas.
  • Fixed default spatial memory path when enableTracking is true. Could throw an exception when tracking was activated in green screen prefab.
  • Fixed missing but unused script in Planetarium prefab.
2.3.0
2018-01-18

    Plugin

  • Added support for ZED Mini.
  • Introduced stereo passthrough feature for mixed-reality applications in VR headsets.
  • Added support for Unity 2017.3.

    Prefabs

  • Added ZED_Rig_Stereo prefab, with stereo capture and passthrough rendering in VR headsets (beta version).
  • Renamed ZED_Rig_Left into ZED_Rig_Mono, for better monoscopic/stereoscopic prefab distinction.

    Scripts

  • Updated ZED Manager with new settings to control real-world brightness and enable/disable AR occlusions using depth.
  • Added ZEDSupportFunctions.cs to help users retrieve depth and normals at screen or world position. Some of these functions are used in the Object Placement sample.
  • Added ZEDMixedRealityPlugin.cs to handle stereo passthrough in Oculus Rift and HTC Vive Headset.
  • Renamed ZEDTextureOverlay.cs into ZEDRenderingPlane.cs.
  • Fixed bugs.

    Examples

  • Added Planetarium scene to demonstrate how to create a solar system in mixed-reality. This is a simplified version of the ZED World app built with Unreal Engine.
  • Added Object Placement scene to demonstrate how to place an object in the real world without using Spatial Mapping.
  • Added Dark Room scene to demonstrate how to decrease the brightness of the real world using the Camera Brightness settings in ZEDManager.cs.
Downloads
Build AR/MR applications with the ZED Plugin for Unity. Don't forget to check the documentation. Requires ZED SDK.
  • Unity package v2.3.3 (Unity 5.6.1+)
  • ZED SDK v2.3(Windows)
  • Legacy
    For older releases and changelog, see the Unity release archive.