Depthkit Studio Expansion

Phase 6

Released August 3, 2021

Updates

  • Additional tools to improve performance by pausing playback or disabling rendering for off-camera Depthkit objects.
  • Support for Light Probes in the Built-In Render Pipeline.
  • Improved shadow generation from multiple light sources and different light source types.

Bug fixes

  • Fixed a bug where Depth Bias did not uniformly adjust the depth offset of different angles within the same Depthkit asset.
  • Fixed a bug where the the user-defined bounds were not preserved when updating or replacing a Depthkit Studio clip's metadata.
  • Fixed a bug where the mesh generation bounds didn't match the user-defined bounds for Depthkit Studio clips using a shadergraph look.
  • Fixed a bug where multiple Depthkit Studio assets made using the same prefab would not play the correct source clip.
  • Fixed a bug where projects rendering to OpenVR 1.0.1 would not render Depthkit clips for both eyes of a VR headset.
  • Fixed a bug where only one instance of a duplicated clip would appear in Edit or Play mode, and adjusting parameters on one object would affect both.

Known issues

Volume settings

  • Volume preview does not work in HDRP.
  • Adjusting your volume settings, especially manual volume bounds, can dramatically change the number of triangles generated by the mesh source. If you see parts of your clip go missing or see triangles flickering, try pressing the Set Surface Capacity button in the editor or increase the Surface Buffer Capacity by increasing the value in the capacity field.

VFX Graph

  • When changing render pipelines or adjusting certain project settings, you may have to open the VFX Graph asset and recompile it to see the VFX output in the scene.
  • Due to a known Unity bug, VFX Graph particles will not render when single pass instanced rendering mode is enabled.
  • Due to a known Unity bug, VFX Graph geometry output is not supported for the Quest. ****When designing your VFX Look, ensure that you are using a point output.
  • Visual Artifacts on the Quest. You may see additional edge artifacts when building to the Oculus Quest. We are investigating the issue and will report back shortly.

Phase 5

Released April 19, 2021

Updates

Introduction of the Depth Bias Compensation slider for improved accuracy and quality in mesh reconstruction by correcting the material based bias found in many time of flight cameras. This can be particularly impactful for the face and hands, assuming you are working with a well calibrated capture.

Bug fixes

  • Resolved an issue that caused a crash while actively live-streaming into Unity.
  • Updated use of Material Properties Blocks for URP and HDRP. This is particularly helpful when you are playing multiple Depthkit clips in one scene. You will no longer need to disable the SRP batcher or create new Looks for each clip when working with multiple clips at one time.
  • Resolved a texture artifact that caused erroneous texture bleeding between the color and depth data.
  • Improved texture blending, specifically for sensor perspectives that are not in view. This means that you will have more accurate texturing in areas of occlusion, due to how the sensor perspectives are being blended.
  • Resolved an occasional crash that occurred in Unity when Depthkit assets were applied to an activation track on the Unity Timeline.
  • Removed the dependency of the Volume Viewpoint on the scene camera. This means that if you do not have a main camera in your scene, it will not throw an error due to the default volume viewpoint.
  • Resolved a visual artifact that may have caused occasional black flashing when working in HDRP.
  • Resolved an error that was thrown when a Depthkit clip was disabled during playback.
  • Resolved an issue that caused the Depthkit clip to disappear in the scene after linking the required video, metadata, and poster image.

Known issues

Volume settings

  • Volume preview does not work in HDRP.
  • Adjusting your volume settings, especially manual volume bounds, can dramatically change the number of triangles generated by the mesh source. If you see parts of your clip go missing or see triangles flickering, try pressing the Set Surface Capacity button in the editor or increase the Surface Buffer Capacity by increasing the value in the capacity field.

VFX Graph

  • When changing render pipelines or adjusting certain project settings, you may have to open the VFX Graph asset and recompile it to see the VFX output in the scene.
  • Due to a known Unity bug, VFX Graph particles will not render when single pass instanced rendering mode is enabled.
  • Due to a known Unity bug, VFX Graph geometry output is not supported for the Quest. ****When designing your VFX Look, ensure that you are using a point output.
  • Visual Artifacts on the Quest. You may see additional edge artifacts when building to the Oculus Quest. We are investigating the issue and will report back shortly.