- Release version: Beta 2.3.0
- Environment: Windows 10 64-bit
- Compatible Unity version: 5.6
- Firmware version: 1.41
- Meta Workspace version: 1.4
SDK Component Release Notes
Please see the following links for release notes relating to specific SDK components:
- New Environment Mapping UI which significantly shortens startup time.
- Attempt to relocalize without Environment Mapping Initialization.
- Added Surface Reconstruction option at the beginning of every scene.
- Added onscreen instructions for how to load and save a SLAM map.
- Added ability to re-initialize Environment Mapping at any time by pressing F4.
- Added API to query if sensors are connected and/or initialized.
- Added display of SDK version number to Check For Updates on Meta Utility App.
- Introduced Meta Display Manager for easy setting of Direct or Extended Mode.
- Driver version information for graphics card drivers and USB host controller drivers added to simple diagnostic log.
- Improved and faster Environment Mapping initialization.
- Meta Hands re-engineered with better performance and less CPU utilization.
- Fixed a configuration issue with the Physics raycaster that was causing the mouse to be trapped behind the 3D object.
- Eye calibration profile checkbox in the Utility application was rendering incorrectly.
- Headset Setup screen was not launching by default after SDK Installation.
- In the Hand/Mouse Tutorial, the butterfly mouse did not resize smoothly.
- There was an issue with monitor scaling that causes Workspace to launch on only 3/4 of the headset display.
- The Tutorial occasionally crashes the first time that it launches after installation, or the first time it is run. It should run in all subsequent attempts.
- When running in Direct Mode, the system might stop rendering to the headset after an application crash. To recover, disable and re-enable the NVIDIA display adapter in the Windows Device Manager, or restart your computer.
- Sometimes the Tutorial only launches in the left display. To correct this, right-click on your windows desktop and select Display Settings. Change the Scale and layout option from 150% to 100%.
- MetaCameraRig has been re-worked. Its old functionality can still be used by selecting MetaCameraRigLegacy. At some point, MetaCameraRigLegacy will be deprecated.
- Unity files are missing after upgrade. See Workaround under the Installation section of this Release Bulletin.
- With newer NVIDIA driver versions, after a crash, the system starts rendering to the PC instead of the headset. To recover, disable and re-enable the NVIDIA display adapter in the Windows Device Manager, or restart your computer.
- The Utility application is not getting auto-closed while upgrading from 2.2 to 2.3.
- Due to performance issues, we have disabled the Virtual Webcam by default in the MetaCameraRig until its performance is improved. It can still be used, but may affect application framerate and responsiveness.
- Meta 2 Beta units are sensitive to plug in order. Power needs to always be plugged in first. If something goes wrong, try this:
- Reboot your computer
- Connect power cable to the power outlet.
- Connect the power plug to the headset (wait for the light on the headset’s Display Power Button).
- Connect the HDMI cable to the graphics card (GPU) on the PC.
- Connect the USB cable to the USB 3.0 port on the PC.
- Re-run Diagnostics from the Meta Utility App on the Windows System Tray.
- Keyboard and mouse are the initial form of interaction as we launch this initial Beta. We are including a preview of some hands interactions, but this is under development and in an early stage. Under certain circumstances the SDK can consume increasingly large amounts of memory/processing. This has improved since the last SDK version.
- Direct Mode
- If running a scene with a lot of graphical assets, the display may flicker (shows black frames).
- Sometimes Unity crashes when the Meta 2 is unplugged.
- Direct mode is not yet supported on AMD graphics cards or integrated graphics.
- Some of the applications bundled with the SDK do not yet use Direct Mode, such as Eye Alignment.
- Environment mapping (i.e. SLAM tracking):
- Might deviate occasionally after initialization and can be reinitialized by pressing F4.
- Sometimes environment mapping can not initialize because it can not find enough reference points (features) and normal tracking does not get started. Try adding objects closer to you in your environment and re-initialize.
- During Environment Reconstruction, the mesh triangles are not fading out completely as expected.
- After environment mapping, the environment profile help text appears and fades. The shortcuts shown in the text fail to work once the help text fades.
- Hand Interactions:
- Lowered accuracy when the user is wearing something with wide sleeves (like a jacket) or certain types of watches, and when hands are close to other objects such as a desk.
- Hand interaction is less reliable when hands are brought very close to each other.
- The point-to-click gesture is sometimes recognized as a hand grab interaction.
- Hand mesh may appear irregular or offset relative to user’s hands.
- Some hand rotation positions (e.g. sideways) are not fully supported for grab gestures
- Sometimes waving an open hand around an object generates false grabs.
- In any scene with the MetaHands prefab, the F7 key can be used to disable hand interactions. By default, hands is enabled when MetaHands is placed in the scene. The LeftHand and RightHand objects have a checkbox called “Enable on Awake” that can be used to automatically enable or disable the hands when the scene is started.