Release Notes for Unity Modules 4.9.1
Notable changes:
Version 4.9.1 of the Unity Modules is only intended to be used with Version 5.2 of the tracking service (or more recent releases), it is not backwards compatible with previous service releases. For details about service compatibility with Unity Modules and how to upgrade projects, consult the Migration Guide.
32-bit support has been dropped as it is no longer supported by the V5.2 tracking service
To use V5.2 you must upgrade your project to this version of the Unity modules.
The documentation and API reference has been upgraded for branding and to reflect changes to the modules.
A new tracking mode setting has been added to the LeapServiceProvider to disable setting a tracking mode on start. If set, the (current) service tracking mode is left unchanged by the application when it connects to the service.
The scripts have been changed to switch to using the Unity pose class, retiring the Leap pose class. A number of extension methods have been added to the Unity pose class to create a similar public API to the retired class.
Bug fixes:
The version number in Core (Version.txt) has been updated to the correct version.
Some deprecated Unity enumeration values have been removed from the scripts.
Minor changes have been made to improve Unity 2020 support. However, Unity 2020 is not officially supported by this release.
Smaller editor window size for hands module
Fixed memory leak with MemoryManager using V5.2 tracking service where MemoryManager was hanging onto (image) buffers even when pooling was off.
Turned on memory pooling in MemoryManager to reduce memory churn in apps with image streaming enabled (with V5.2 tracking service).
Switched image buffers in memory manager to use a ConcurrentDictionary to prevent corruption in scenes with multiple LeapServiceProviders with V5.2 tracking service.
Known Issues:
A set of ghost / floating hands is sometimes seen on scene startup. They may appear for a for a small interval <2s before correct tracking starts. This is not seen consistently and has been observed behaviour with previous releases.
The infrared viewer shader does not render correctly in both eyes with headsets / plugins that do not support multi pass rendering - e.g. Windows Mixed Reality.
Infrared Viewer scenes sometimes display the image upside down, this is only an issue during the editor and will not exist in builds.
Some of the interaction engine demo scenes (with interactable objects - e.g. interaction objects) do not initialise the player position at the correct height (e.g. for a seated user). The position of the camera has to be adjusted in the scene view or adjusted on the scene components (the XRHeightOffset script). The magnitude of the height adjustment seems to vary depending on the headset. Behaviour is better for a standing experience. This is mainly seen when using the new Unity XR Plugin system - e.g. with Unity 2019.4. This is not officially supported by this release.
Thanks to our contributors:
@MaxPalmer-UH / @DrMaxP
@nickjbenson
@zalo
@ElliotPadfieldUL
@TheMunro
@Craig-J
@lazloringUH
@StephenHodgson
@fmaurer
@julienkay