Hello Everyone,
To keep up a higher pace of changes to improve Unity’s Windows MR support we are releasing a special build of Release Candidate 2. Please only use this build if you are working on a Windows MR title otherwise use the official RC2 build which will be released soon. Note: The release notes below only cover the custom changes made on-top of RC2. These changes will be included in patch builds once 2017.2 is final.
The below releases are for historical reference. Starting with Unity 2017.2.1 P2 no custom build is required. All fixes made in the previous custom builds have been rolled into this release and all future releases. You can find this 2017.2.1 P2 here:
Download Archive
In addition once 2017.2.2 ships you will no longer need a patch release.
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UPDATE 5:
Release Notes:
- This build incorporates all changes from Unity’s 2017.2.0p2 patch; see release notes here for details.
- Fixed issue with applications not recovering correctly from tracking loss. (case 969994)
- Fixed a random threading crash.
Download URL:
http://beta.unity3d.com/download/a07ad30bae31/download.html
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UPDATE 4:
Release Notes:
- MRTP build is now based off 2017.2 Patch 1
- Fixed incorrect eye position offsets (case 963878)
- Fixed visual stutter when transitioning from tracking to tracking loss and vice versa
- Fixed incorrect eye position offsets when in a tracking loss state
- Fixed calls to UnityEngine.Experimental.XR.Boundary.TryGetGeometry throwing internal exception and the function always failing (case 963315)
Download URL:
http://beta.unity3d.com/download/b1565bfe4a0c/download.html
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UPDATE 3:
Below is the fourth and most likely last custom 2017.2 build for Windows MR. 2017.2 Patch 1 will contain almost all fixes from all below patches minus some of the following which will be included in Patch 2 (see release notes for official releases).
Release Notes:
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Fixed performance regression on Microsoft HoloLens
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Fixed several XAML application issues:
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XAML applications now correctly launch on desktop
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Applications properly resume when reactivating after blooming to the shell
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Applications which include the None VR device will fallback to “flat” desktop mode if launched on a machine without an attached HMD
Known issues:
- Applications that do not include “None” device will enter a paused state when launched on a machine without an HMD when MRP is not running. This should be addressed by a future OS fix.
Download URL:
http://beta.unity3d.com/download/00283454d7e3/download.html
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UPDATE 2:
There is now a third update with additional Windows MR fixes. We recommend only taking these updates if you require the specified fixes below.
Release Notes:
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Fixed XAML activation issues
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Fixed the issue when reactivating a XAML app, the container view would get the activation event instead of the holographic view
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Fixed template code so it doesn’t require a HoloLens
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Fixed camera-transform popping in and out of tracking loss
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Camera transform now responds to tracking loss in the same way as other platforms: fall back to rotation-tracking only during tracking loss, then teleport to the tracked position when tracking is recovered
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The build settings option for pausing on tracking loss now only applies to HoloLens (this will be updated in the future to be a drop-down that lets you still choose to pause during tracking loss on opaque HMDs instead of a checkbox)
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Fixed issue with reporting the old boundary if a new one had been configured while the app is running
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InputTracking.Recenter now works on WindowsMR
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Calling SetTrackingSpaceType with TrackingSpaceType.Stationary will now make the camera behave correctly
Known Issue:
- Tracking Type will always return Stationary as the type however the type specified by SetTrackingSpaceType is the one actually being used.
Download URL:
http://beta.unity3d.com/download/bf236913e22b/download.html
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UPDATE 1:
We have a second build with additional bug fixes. This build closely mirrors the RC3 build which will be released later this week.
Release Notes:
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Fix for XR.InputTracking.disablePositionalTracking
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Fix for exception getting thrown when calling DateTime.Parse in IL2CPP builds
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Fix for exception getting thrown when referencing DateTimeOffset in IL2CPP builds
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Fixes for asserts and broken rendering when using XRSettings.eyeTextureResolutionScale
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Fix for buttons not working with InputManager when only the left controller is on
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Fix for respecting different near/far clip plane values when using multiple cameras in one scene
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Fixed bug which caused Unity to crash on application close.
Download URL:
http://beta.unity3d.com/download/edcd66fb22ae/download.html
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UPDATE:
We have a second build with additional bug fixes. This build closely mirrors the RC3 build which will be released later this week.
Release Notes:
-
Fix for XR.InputTracking.disablePositionalTracking
-
Fix for exception getting thrown when calling DateTime.Parse in IL2CPP builds
-
Fix for exception getting thrown when referencing DateTimeOffset in IL2CPP builds
-
Fixes for asserts and broken rendering when using XRSettings.eyeTextureResolutionScale
-
Fix for buttons not working with InputManager when only the left controller is on
-
Fix for respecting different near/far clip plane values when using multiple cameras in one scene
-
Fixed bug which caused Unity to crash on application close.
Download URL:
http://beta.unity3d.com/download/edcd66fb22ae/download.html
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Release Notes:
- Improved CPU/GPU synchronization which can result in significant performance improvements for CPU/GPU bound titles.
Bug Fixes:
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Fixed an issue which prevented Holographic Simulation or Remoting from working on Windows Fall Creators Update builds (case 952039)
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Fixed Asserts triggering when playing a Windows Mixed Reality application in the Editor if the Mixed Reality Portal was not running (case 950519)
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Fixed an issue that prevented Unity from updating its culling frustum if the Windows API failed to return culling data (case 927404)
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Guarded against a potential crash if Windows Mixed Reality APIs don’t return a valid camera back buffer (case 948814)
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renderViewportScale fixes
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Changing renderViewportScale with anti-aliasing causes the app to freeze (case 916194)
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Viewport scaling changes scale around the bottom-left corner instead of the center when the setting is lower than 1 (case 916192)
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Tracking-space and tracking-loss fixes
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Can’t set tracking-space type to Stationary (case 946305)
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Tracking-loss screen renders badly and it shouldn’t at all on opaque headsets (case 942154)
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Tracking loss type is not falling back to stationary when setup has not been configured (case 945163)
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Windows MR reports incorrect grip-pose rotation (case 949198)
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You can now correct for controller jitter by updating their poses’ information in OnPreRender (case 948954)
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Fix for crash when toggling XRSettings.enabled off and then on again (case 952997)
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Fix for incorrect velocity of controllers being reported relative to starting orientation instead of world origin (case 953023)
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General lifetime and start-up fixes:
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Fixed an issue which prevented Holographic Simulation or Remoting from working on Windows Fall Creators Update builds (case 952039)
-
Fixed Asserts triggering when playing a Windows Mixed Reality application in the Editor if the Mixed Reality Portal was not running (case 950519)
-
Fixed an issue that prevented Unity from updating its culling frustum if the Windows API failed to return culling data (case 927404)
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Guarded against a potential crash if Windows Mixed Reality APIs don’t return a valid camera back buffer (case 948814)
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Controllers now picked up and work in play-in-editor. Note: you may still encounter issues . Restarting the controller should fix this. (case 934611)
Known Issue:
There was a regression in f2-Custom that resulted in the left and right eye positions being centered on the center, but aligned to the world x-axis, and offset in world space rather than local transform space. That means that they will be incorrect as a function of your starting orientation relative to world space. In the default most common case (looking forward in the space that you set up) you will likely not notice this. The further you are off from that orientation, the more substantial the error. The end result is that for items close to the user, there is a larger visual disparity than there should be. This may be perceived as an object being in the wrong position, and/or appearing as a double image.
Download URL:
http://beta.unity3d.com/download/b9a6355603bd/download.html