HoloSuite Player 2022.2.0 Release Notes

New Features - HoloSuite Player Unity

HoloSuite Player added support for extensions

A number of player functionalities have been moved into extension components. This structural change will keep your scenes and game objects cleaner, and make it easier to include extended player features in the future.

  • HSP Timeline Controller: This extension can now drive the timeline with the HoloSuite Player. This allows you to synchronize events across your scene.

  • HSP Look At Controller: Our SwingTwistLookIK.cs Script has been replaced by the HSP Look At Controller extension. This lets you retarget the head of your OMS actor to face another GameObject.

  • HSP Playback Controller: This extension allows for easy configuration, and programmatic control of OMS playback. This include Play/Pause and Seek functionality. Events are available to trigger functions at the start, end, and loop points of a clip.

Please see the HoloSuite Player Unity Extensions documentation for additional information and instructions.

Added additional Unity event support

A new frame ready event has been added to the playback events list. This event will fire while the clip is playing, every time that a frame is prepared for playback.

Removed -X scale for OMS files

In the very early days of the Unity player, it was necessary to switch the X-scale to -1 to handle a mesh flip that would occur in the pipeline. This has been refactored and is no longer required, so all new projects will be simplified in their setup. If you update an old project, you’ll want to check the X-scale value and ensure your OMS is oriented the correct way for your project.

Improvements to the URP and HDRP shaders

The render pipeline URP and HDRP shaders have been replaced with Shader Graphs. The standard and retargeting variants of the shaders have also been unified. This results in a cleaner choice between lit and unlit variants while maintaining all functionality.

Improved framerate compatibility of HoloStreams

HoloStreams in Unity will read the timescale value from the manifest file, which allows them to correctly determine playback FPS automatically.