Release Details

  • Release version: Beta 2.4.0
  • Environment: Windows 10 64-bit
  • Compatible Unity version: 5.6.0f3
  • Firmware version: 1.41
  • Meta Workspace version: 1.5

SDK Component Release Notes

Please see the following links for release notes relating to specific SDK components:

Improved

  • Diagnostics
    • Improved detection of headset calibration issues.
    • Added a “Rerun Diagnostics” message when cables are disconnected while running Headset Diagnostics.
  • SLAM
    • During SLAM initialization, issues with sensors and loading of calibration data are now messaged to the user. Note that these messages are expected during the first launch of a Meta 2 with a new SDK installation or on a new computer, as a one-time loading of a calibration file is required in these circumstances.
    • Added a timeout during SLAM Initialization. The user will be notified if SLAM fails to initialize quickly enough. If you see this error, we recommend adjusting your environment for improved SLAM performance.
  • Hands interactions
    • Improved support for watches and sleeves during hand interactions.
  • We’ve greatly improved our occlusion of virtual objects by real-world objects. Our new technique is no longer “blocky” and far more visually accurate. This is most noticeable during hands interactions. Note that this new effect is not yet visible in the Virtual Webcam.

Fixed

  • General
    • Fixed the “Contact Us” link on the Firmware Update window.
    • The Meta Utility App was not being automatically closed when updating from version 2.2 to 2.3.
  • Hands interactions
    • Fixed issue when the second hand indicator was not appearing when performing a two hand grab gesture.
    • Fixed an occasional issue with objects being released while the user was trying to move them.
    • Fixed the issue that was causing objects to randomly jump to different locations when trying to perform a grab gesture.

Known Issues

  • Display
    • A handful of issues can cause the display to temporarily turn off. To recover, you can either reboot your computer, or open the Device Manager, locate your graphics card under Display Adapters, disable it, and re-enable it.
    • Switching from Extended Mode to Direct Mode while an application is running causes the headset display to go dark.
    • When running in Direct Mode, the system might stop rendering to the headset after an application crash.
    • Direct mode is not yet supported on AMD graphics cards or integrated graphics architectures.
  • The headset is set to stereo by default. Users need to manually set the headset to quadraphonic. To manually set the headset:
    1. Right-click the speaker icon in the system tray.
    2. Select Sounds. The Sound window opens.
    3. Click the Playback tab and highlight the Meta 2 from the device list.
    4. Click Configure. The Speaker Setup window opens.
    5. Select Quadraphonic.
    6. Click Next and Finish.
  • Meta 2 Beta units might be sensitive to plug in order depending on the hardware build version. Power needs to always be plugged in first. If something goes wrong, try this:
    1. Reboot your computer
    2. Connect power cable to the power outlet.
    3. Connect the power plug to the headset (wait for the light on the headset’s Display Power Button).
    4. Connect the HDMI cable to the graphics card (GPU) on the PC.
    5. Connect the USB cable to the USB 3.0 port on the PC.
    6. Re-run Diagnostics from the Meta Utility App on the Windows System Tray.
  • SLAM
    • Might deviate occasionally after initialization and can be re-initialized by pressing F4.
    • Sometimes environment mapping cannot initialize because it cannot find enough reference points (features) and normal tracking does not get started. Try adding objects closer to you in your environment and re-initialize.
  • Hand interactions
    • Sometimes the indicator does not show on one of the hands when trying to perform a two hand grab gesture.
    • 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.