Vuforia Engine Release Notes

STATISTICS ›

 

Vuforia Engine v9.8.13 Patch 5 

 

Bugfixes / Features 

 

All

  • Fixed an issue that caused the Vuforia Engine SDK to show unexpected behavior in very rare situations upon start.

Android

N/A

iOS

N/A

UWP

N/A
Lumin

N/A

Unity

N/A

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Targets might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Model Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • The device tracker static mode needs to be configured before target trackables are activated for extended tracking to work.
  • {{Vuforia::setHint(Vuforia::HINT::HINT_STATIC_DEVICE_TRACKER, 1)}} will return false, even when the call succeeds.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • Issues were reported using the VuMark Designer Scripts with latest Adobe Illustrator 2021 versions. Please use the scripts with AI 2020 until a compatibility update has been released.
Android
  • Vuforia Engine may fail to detect ARCore on some devices, additional logging has been introduced in 9.8 patch 3 which will help diagnose these failures.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • The Vuforia Sample on iOS builds up memory under Metal API validation.

UWP

  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • Unity Area Target and Model Target datasets with filenames starting or ending with a space character will cause an infinite loop upon import.
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.

Model Targets

  • Changing the original scene orientation in Unity when using AR Foundation alongside Vuforia Engine may cause Model Targets to no longer get detected.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

VuMarks

  • VuMarks may not work on UWP devices with the locale set to languages other than English.

Session Recorder

  • The SessionRecorder prefab requires custom UI when used on Magic Leap One.
  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • If your Unity project includes the ARCore XR Plugin you must uncheck the Vuforia Configuration option ‘Include ARCore library’ to avoid duplicate symbol errors building your app.
  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

UWP

  • On the HoloLens 1 device, the HoloLens sample exposes diverse issues after pause/resume, incl. targets not detected and menu stuck.
  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • Using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • When building a Vuforia project using Unity in batch mode, the Render Over Native UI setting must be manually configured according to the desired target platform.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.8.11 Patch 3

 

Bugfixes / Features 

 

All

  • Fixed a number of small memory leaks seen when Vuforia is deinitialized, these could cause a problem if Vuforia Engine is initialized and de-initialized multiple times within the same App session.

Android

  • Fixed Vuforia Engine to work with ARCore version 1.23 and above.
  • Added a workaround for ARCore camera failures seen on some devices (including LG G7) which result in a black screen typically seen on resuming the App from paused state.
  • Changed Vuforia Engine ARCore integration to work with ARCore 1.23 and above. In prior releases of Vuforia Engine it is unable to detect ARCore when an App builds with ARcore 1.23 and above.
  • Fixed issue with ARCore detection failing when the App is built with ARCore 1.23 or later.

iOS

  • Fixed a crash on iOS during shutdown of the Vuforia library.

UWP

N/A
Lumin

N/A

Unity

N/A

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Targets might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Model Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • The device tracker static mode needs to be configured before target trackables are activated for extended tracking to work.
  • {{Vuforia::setHint(Vuforia::HINT::HINT_STATIC_DEVICE_TRACKER, 1)}} will return false, even when the call succeeds.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • Issues were reported using the VuMark Designer Scripts with latest Adobe Illustrator 2021 versions. Please use the scripts with AI 2020 until a compatibility update has been released.
Android
  • Vuforia Engine may fail to detect ARCore on some devices, additional logging has been introduced in 9.8 patch 3 which will help diagnose these failures.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • The Vuforia Sample on iOS builds up memory under Metal API validation.

UWP

  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • Unity Area Target and Model Target datasets with filenames starting or ending with a space character will cause an infinite loop upon import.
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.

Model Targets

  • Changing the original scene orientation in Unity when using AR Foundation alongside Vuforia Engine may cause Model Targets to no longer get detected.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

VuMarks

  • VuMarks may not work on UWP devices with the locale set to languages other than English.

Session Recorder

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • If your Unity project includes the ARCore XR Plugin you must uncheck the Vuforia Configuration option ‘Include ARCore library’ to avoid duplicate symbol errors building your app.
  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

UWP

  • On the HoloLens 1 device, the HoloLens sample exposes diverse issues after pause/resume, incl. targets not detected and menu stuck.
  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • Using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • When building a Vuforia project using Unity in batch mode, the Render Over Native UI setting must be manually configured according to the desired target platform.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.8.8 Patch 2 

 

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

N/A

UWP

  • We have made a change to address an issue that causes high CPU usage when detecting trained Model Targets on Hololens 2 and other UWP devices after upgrading Windows 10 to 21H1.
Lumin

N/A

Unity

N/A

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Targets might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Model Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the Session Recorder on Android, device tracking poses will only be recorded if ARCore is used.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • When using the Session Recorder on iOS, device tracking poses will only be recorded if ARKit is used. 
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • When using the Session Recorder on UWP Tablets, only camera frames will be recorded without device tracking poses.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • Collision for Area Targets generated from E57 input data in Unity Playmode Simulator mode will not work unless occlusion is also activated.
  • Unity Area Target and Model Target datasets with filenames starting or ending with a space character will cause an infinite loop upon import.
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.

Model Targets

  • Changing the original scene orientation in Unity when using AR Foundation alongside Vuforia Engine may cause Model Targets to no longer get detected.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

VuMarks

  • VuMarks may not work on UWP devices with the locale set to languages other than English.

Session Recorder

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

UWP

  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.8.6 Patch 1 

 

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

N/A

UWP

N/A

Lumin

N/A

Unity

N/A

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Targets might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Model Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the Session Recorder on Android, device tracking poses will only be recorded if ARCore is used.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • When using the Session Recorder on iOS, device tracking poses will only be recorded if ARKit is used. 
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • When using the Session Recorder on UWP Tablets, only camera frames will be recorded without device tracking poses.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • Collision for Area Targets generated from E57 input data in Unity Playmode Simulator mode will not work unless occlusion is also activated.
  • Unity Area Target and Model Target datasets with filenames starting or ending with a space character will cause an infinite loop upon import.
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.

Model Targets

  • Changing the original scene orientation in Unity when using AR Foundation alongside Vuforia Engine may cause Model Targets to no longer get detected.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

VuMarks

  • VuMarks may not work on UWP devices with the locale set to languages other than English.

Session Recorder

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

UWP

  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.8.5 

 

Bugfixes / Features 

 

All

  • A new hint STATIC_DEVICE_TRACKER has been added to allow extended tracking in cases where the device is statically mounted, e.g. on a tripod. When this hint is used, the Positional Device Tracker will report a static pose.

Model Targets

  • The Model Target Test app and the Unity Core Samples will now show a warning when Vuforia Engine detects that a Model Target is used that does not match the physical size of the tracked object.
  • For Model Targets, a new STATUS_INFO value WRONG_SCALE will be reported in case Vuforia Engine determines that the Model Target does not match the physical size of the object that is being tracked. Up to a certain threshold, the tracking coordinate system will be adjusted to match the scale set for the Model Target. However, it is strongly recommended to set the correct metrical scale for best tracking and visualization results.
  • Model Target Guide View images are now created at runtime. This enables using 2D Guide View images when setting the Pose at runtime. Additionally, Guide View images now more accurately match the camera view of the specific mobile device used.
  • For selected customers with a Pro license, the offline version of the Model Target Generator is available for download. Please contact Vuforia Support for access, feedback-vuforia@ptc.com

Area Targets

  • The peak memory usage of activated large Area Targets has been reduced.

Environments

  • Fixed an issue that could cause Vuforia sensor fusion (VISLAM) device tracking to get stuck in a permanently failed state in some situations, e.g. if an anchor is created and then tracking is lost before the device has moved around the scene enough to build a stable map.

Android

N/A

iOS

N/A

UWP

N/A

Lumin
  • Fixed an issue on Magic Leap which prevented the YUV pixel buffer size from being reported correctly.

Unity

  • An issue with upgrading older Area Target projects to SDK 9.7 causing the occlusion shader to be missing has been resolved.
  • An issue where using the occlusion mesh with Area Targets on snapdragon devices caused black artifacts to be rendered when the Vulkan graphics API is used has been fixed in Unity 2020.1.
  • Fixed an issue in the Vuforia MagicLeap Sample on Unity 2020.2 where included version of the MagicLeap XR Plugin package prevented Vuforia to be granted the required privileges.
  • An issue with random black-screen issues on the OnePlus 6T has been resolved.
  • An issue observed in Simulator Play Mode with back-face culling of Area Targets that have point-cloud-based authoring models was resolved.

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Targets might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Model Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the Session Recorder on Android, device tracking poses will only be recorded if ARCore is used.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • When using the Session Recorder on iOS, device tracking poses will only be recorded if ARKit is used. 
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • When using the Session Recorder on UWP Tablets, only camera frames will be recorded without device tracking poses.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • Collision for Area Targets generated from E57 input data in Unity Playmode Simulator mode will not work unless occlusion is also activated.
  • Unity Area Target and Model Target datasets with filenames starting or ending with a space character will cause an infinite loop upon import.
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.

Model Targets

  • Changing the original scene orientation in Unity when using AR Foundation alongside Vuforia Engine may cause Model Targets to no longer get detected.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

VuMarks

  • VuMarks may not work on UWP devices with the locale set to languages other than English.

Session Recorder

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

UWP

  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.7.5 Patch 

 

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

N/A

UWP

N/A

Lumin N/A

Unity

  • An issue with wrong loading of Area Targets generated with the Vuforia Area Target Creator and imported into the Unity Extension, has been resolved.

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Vuforia sensor fusion (VISLAM) device tracking may get stuck in a permanently failed state in some situations, e.g. if an anchor is created and then tracking is lost before the device has moved around the scene enough to build a stable map. Resetting the device tracker should restore normal operation but will destroy any anchors that were created previously.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the Session Recorder on Android, device tracking poses will only be recorded if ARCore is used. On UWP Tablets, only camera frames will be recorded, without device tracking poses.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • When using the Session Recorder on iOS, device tracking poses will only be recorded if ARKit is used. On UWP Tablets, only camera frames will be recorded, without device tracking poses.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • The Session Recorder only record camera frames, and not the device tracking poses from UWP devices.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • The NavMesh input model is not loaded for Area Targets with point-cloud authoring structures into Unity Editor on Windows.
  • Using the occlusion mesh with AreaTargets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.
  • Collision for Area Targets generated from E57 input data in Unity Playmode Simulator mode will not work unless occlusion is also activated
  • Back-face culling artifacts can be observed in Unity Simulator Play-Mode when using Area Targets with point-cloud-based authoring model..
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.
  • Attempting to load a very large Area Target (>1000 scanning positions) on the HoloLens2 may cause the app to shutdown due to exceeding the RAM limitations of the device. In order to work around this limitation, please refer to the user documentation for guidance on how to stitch together multiple smaller Area Targets to cover a large space.

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • If a Model Target is created from an Embedded glTF (e.g. by exporting the model with that option from Blender), the resulting Model Target Dataset cannot be loaded in the Unity Editor. Use Blenders "glTF Separate" option instead.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the Guide Ciew mode for each behaviour separately.

Session Recorder

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.

UWP

  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • When using the Vuforia MagicLeap Sample on Unity 2020.2, the verified version of the MagicLeap XR Plugin package prevents Vuforia to be granted the required privileges. To work around this issue, please update the MagicLeap XR Plugin package to the version 6.1.0-preview.2.
  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • The OnePlus 6T devices exhibits random black-screen issues upon application start under some conditions. Repeated start of the app might resolve.
  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please eefer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.

Vuforia Engine v9.7.4

 

Bugfixes / Features 

 

All

Area Targets

  • The Area Target Generation tool-chain supports the conversion and processing of scans generated by the Leica BLK360 and RTC360 scanners. For further detail information see the documentation provided in Area Targets from Leica Scans.
  • The Area Target Generation tool-chain supports the conversion and processing of scans generated by the NavVis M6 and VLX scanners. For further detail information see the documentation provided in Area Targets from NavVis Scans.
  • Vuforia Area Targets now supports spaces up to 10.000 m² in a single Area Target. Refer to our documentation for best practices in creating datasets for such large spaces.
  • Large Area Targets now load a larger region of the target around the current location. This helps to ensure timely availability of relocation data at the cost of higher runtime memory usage.
  • Authoring of augmentation against Area Targets generated from E57 data is supported in Unity Editor by rendering and navigating the high-resolution point-cloud data directly.

Model Targets

  • CAD Models that are too large and/or complex can now be simplified in the Model Target Generator tool

Session Recorder

  • When adding the SessionRecorder GameObject to your Unity app, the UIFileSharingEnabled plist entry will now be automatically set in xCode. This enables easy access to saved recordings in the Documents/Recordings folder of your app.

Android

N/A

iOS

N/A

UWP

N/A

Lumin N/A

Unity

  • An issue with loading and activating multiple Area Targets in quick succession has been resolved.
  • Added support for Unity 2020.2.
  • The HoloLens Unity sample has been upgraded to MTRK 2.5.0 to support Unity 2020.2

 

Known Issues

 

All

Session Recorder

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.

Area Targets

  • Area Targets created prior to 9.7 or created with the Area Target Generator of earlier versions will not work out of the box with the Occlusion Mesh and Mesh Collider settings in Unity. See the Unity Migration Guide for details and workaround.

Model Targets

  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Vuforia sensor fusion (VISLAM) device tracking may get stuck in a permanently failed state in some situations, e.g. if an anchor is created and then tracking is lost before the device has moved around the scene enough to build a stable map. Resetting the device tracker should restore normal operation but will destroy any anchors that were created previously.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the Session Recorder on Android, device tracking poses will only be recorded if ARCore is used. On UWP Tablets, only camera frames will be recorded, without device tracking poses.
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • When using the Session Recorder on iOS, device tracking poses will only be recorded if ARKit is used. On UWP Tablets, only camera frames will be recorded, without device tracking poses.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • The Session Recorder only record camera frames, and not the device tracking poses from UWP devices.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Area Targets

  • The NavMesh input model is not loaded for Area Targets with point-cloud authoring structures into Unity Editor on Windows.
  • Using the occlusion mesh with AreaTargets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.
  • Collision for Area Targets generated from E57 input data in Unity Playmode Simulator mode will not work unless occlusion is also activated
  • Back-face culling artifacts can be observed in Unity Simulator Play-Mode when using Area Targets with point-cloud-based authoring model..
  • Area Target rendering does not show the full fidelity of the point-cloud after hiding/unhiding the game object. Please re-select the target from the dataset-selector in the inspector to re-load the target resolving this glitch.
  • Attempting to load a very large Area Target (>1000 scanning positions) on the HoloLens2 may cause the app to shutdown due to exceeding the RAM limitations of the device. In order to work around this limitation, please refer to the user documentation for guidance on how to stitch together multiple smaller Area Targets to cover a large space.

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • If a Model Target is created from an Embedded glTF (e.g. by exporting the model with that option from Blender), the resulting Model Target Dataset cannot be loaded in the Unity Editor. Use Blenders "glTF Separate" option instead.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the Guide Ciew mode for each behaviour separately.

Session Recorder

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.

Android

  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.

UWP

  • After pausing and resuming the HoloLens sample application, the hand tracking fails to restart and the hand augmentation and the cursor appear stuck, rendering any hand interaction impossible.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Lumin

  • When using the Vuforia MagicLeap Sample on Unity 2020.2, the verified version of the MagicLeap XR Plugin package prevents Vuforia to be granted the required privileges. To work around this issue, please update the MagicLeap XR Plugin package to the version 6.1.0-preview.2.
  • The Virtual Scene Scale Factor in Unity is not supported Magic Leap.

Other

  • The OnePlus 6T devices exhibits random black-screen issues upon application start under some conditions. Repeated start of the app might resolve.
  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • Accessing the camera background materials in Unity interferes with video texture updates. Please eefer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.

Vuforia Engine v9.6.4 Patch

 

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

N/A

UWP

N/A

Lumin N/A

Unity

  • Starting with this release, the Vuforia Engine package for Unity is delivered through a Git URL instead of a scoped NPM registry. See this library article for more details: Vuforia Engine Package Hosting for Unity

 

Known Issues

 

All

  • The SessionRecorder only supports making recordings when the device is in Landscape orientation. Support for recording in Portrait orientation will be added in a future release.

Environments

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the session recorder on Android, device tracking poses will only be recorded if ARCore is used.
  • On Android, the Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background

iOS

  • When using the session recorder on iOS, device tracking poses will only be recorded if ARKit is used.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • The Session Recorder only record camera frames, and not the device tracking poses from UWP devices.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

Environments

  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.

iOS

  • When recording a session on iOS, the files are saved into the Documents/Recordings folder of your app. This folder can easily be accessed through iTunes when the UIFileSharingEnabled plist entry has been set in xCode. To add this setting to your Unity application, see the SharingEnabledPostProcessBuildPlayer.cs build script in the Unity Core Samples app.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.

Android

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.
  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported on Magic Leap.

UWP

  • With the Hololens sample, using MRTK 2.3.0 can cause the Editor to hang when importing .ttf files.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Other

  • Playing back recorded sessions in Unity Play Mode requires a license key to be set. This can also be a free developer license. Currently there is no error message specifying the reason if initialization fails because of a missing license key.
  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Accessing Unity the camera background materiala interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.6.3

 

Bugfixes / Features 

 

All

Model Targets

  • Detection of Standard (Non-Advanced) Model Targets has been significantly improved to allow detecting from a much wider range of positions around the defined Guide View.
  • Automatic Target Extent Calculation for Model Targets: When creating an Advanced Guide View of a close-up on a CAD model, the Model Target Generator automatically calculates a suitable target extent for detecting the parts visible in the image.
  • Fixed an issue where Model Target datasets failed to load when created from glTF 2.0 input models using UNSIGNED_BYTE indices.

Vuforia Area Target Creator app

  • The timer to finalize a scan in Vuforia Area Target Creator appears only in the last 30 seconds of the available capture time.
  • Vuforia Area Target Creator now supports longer scanning sessions to scan slightly larger spaces. Scanning time limit is 5 minutes.

Area Targets

  • Area Targets created with SDK 9.5 or later will now complete activation in the background to avoid blocking other processes. Note that if an Area Target covers an area larger than 1000 m^2, then it may take a few seconds before trackable results are available after activation.

Other

  • The previously deprecated User Defined Targets feature and the corresponding ImageTargetBuilder API have been removed. To place virtual content on real-world surfaces at known scale we recommend using the Ground Plane feature . Alternatively, the RuntimeImageSource.SetImage() methods can be used to create an image target at runtime from any source, including a camera frame.

Android

  • The Gradle setting for the native sample App have been changed to use version 4.1.0 of the Android build plugin. To use this plugin you need Gradle version 6.5+.

iOS

N/A

UWP

  • The HoloLens and Magic Leap Samples are now each available for two different Unity versions in the Asset Store: 2019.4 LTS and 2020.x. This works around incompatibilities with Unity's XR Plugin system between those versions.
  • Fixed a potential hang when loading an ObjectTarget using the Vuforia HINT_DELAYED_LOADING_OBJECT_DATASETS hint.
  • Fixed an issue where recordings made with the SessionRecorder showing a Model Target on devices that provide certain resolutions (e.g. 1440x1080) failed to detect in Unity Play Mode on Windows with certain GPUs.
Lumin
  • Fixed an issue where building the MagicLeap sample with Unity 2020.1 resulted in the bumper button on the MagicLeap controller to not work correctly.

Unity

  • Fixed an issue where using Unity’s XR Plugin Management package in a Vuforia project causes visible offset on tracked objects on HoloLens when using Unity 2020.1 or later.
  • Fixed an issue where the RGB texture requested from the Vuforia Engine camera object was filled with uninitialized data on specific Unity versions.
  • Fixed an issue where VuforiaRenderer.VideoBackgroundTexture was not available when using the Vulkan graphics API in Unity.

 

Known Issues

 

All

  • The SessionRecorder only supports making recordings when the device is in Landscape orientation. Support for recording in Portrait orientation will be added in a future release.

Environments

  • Playback of recordings from the Session Recorder do not support Ground Plane experiences.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • When using the session recorder on Android, device tracking poses will only be recorded if ARCore is used.
  • On Android, the Session Recorder writes to the OS defined primary storage location. On devices with emulated storage Android typically provides the emulated storage as the primary location. This means that Vuforia will not usually record to a removable SD card.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background

iOS

  • When using the session recorder on iOS, device tracking poses will only be recorded if ARKit is used.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • The Session Recorder only record camera frames, and not the device tracking poses from UWP devices.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • In the HoloLens sample app for Unity, voice commands may stop working after suspending and resuming the app.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

Environments

  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.

iOS

  • When recording a session on iOS, the files are saved into the Documents/Recordings folder of your app. This folder can easily be accessed through iTunes when the UIFileSharingEnabled plist entry has been set in xCode. To add this setting to your Unity application, see the SharingEnabledPostProcessBuildPlayer.cs build script in the Unity Core Samples app.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.

Android

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.
  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

Lumin

  • The Virtual Scene Scale Factor in Unity is not supported on Magic Leap.

UWP

  • With the Hololens sample, using MRTK 2.3.0 can cause the Editor to hang when importing .ttf files.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Other

  • Playing back recorded sessions in Unity Play Mode requires a license key to be set. This can also be a free developer license. Currently there is no error message specifying the reason if initialization fails because of a missing license key.
  • When integrating with ARFoundation in Unity, Vuforia will automatically use the highest camera resolution that ARFoundation offers. Changing that camera resolution is currently not supported.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Accessing Unity the camera background materiala interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

Vuforia Engine v9.5.4

 

Bugfixes / Features 

 

All

  • Vuforia Engine targets can now be added to existing ARFoundation scenes in Unity. See the documentation for more details: Vuforia Engine and AR Foundation
  • The new Session Recorder feature can be used to record AR sessions that can be played back in Unity Play Mode or using the File Driver Sample in order to facilitate rapid iteration of AR experiences even if the target is not available. See the Recording and Playback page for more information.

Model Targets

  • Removed the deprecated HINT_MODEL_TARGET_MODE. Please use ModelTarget::setTrackingMode() instead or define the tracking mode when generating the dataset in the Model Target Generator.

Area Targets

  • Added a limit on the total size of concurrently activated Area Targets. If activation of a target fails due to this limit, then it is necessary to deactivate at least one of the currently active targets. This only applies when multiple targets are active at the same time. It is always possible to activate one Area Target on its own without any restriction on its size.
  • Added requiresExternalPositions() API to AreaTarget class that enables developers to determine if their Area Target is so large that it requires an external position to be provided for initial detection.

Android

N/A

iOS

N/A

UWP

  • The SurfacePro7 was returning invalid camera intrinsics, Vuforia Engine has been changed so that it will no longer use camera intrinsics provided by the platform on UWP tablets.
Lumin N/A

Unity

  • Fixed an issue where using Unity’s XR Plugin Management package in a Vuforia project causes visible offset on tracked objects on HoloLens.
  • Setters for the following two methods have been exposed: 
    • VuforiaConfiguration.Instance.WebCam.DeviceNameSetInEditor 
    • VuforiaConfiguration.Instance.WebCam.TurnOffWebCam
  • An issue where using the occlusion mesh with Area Targets on snapdragon devices caused black artifacts to be rendered when the Vulkan graphics API is used has been fixed in Unity 2020.1.
  • The HoloLens Unity Sample app has been updated to use MRTK version 2.4.0.

 

Known Issues

 

All

  • Recordings from the Session Recorder currently do not support for Ground Plane experiences.
  • The SessionRecorder only supports making recordings when the device is in Landscape orientation. Support for recording in Portrait orientation will be added in a future release.

Environments

  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail in environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • Using the deprecated User Defined Targets (UDT) in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • Session Recorder will only record device tracking poses if ARCore is used. 
  • The Session Recorder writes to the OS defined primary storage location. On devices with emulated storage, Android typically provides the emulated storage as the primary location. This means that Vuforia will not always record onto a removable SD card.
  • If your Android application sets the target SDK to 30 and you want Vuforia Engine to use ARCore you must ensure that you use the Android build plugin version 4.0.0 or higher and ARCore 1.19.0 or higher.
  • For the Android native sample, if you upgrade the Android Gradle build plugin to version 4.0.0, as suggested by Android Studio, you will get the following build error: "More than one file was found with OS independent path 'lib/arm64-v8a/libVuforia.so'.". If you need to upgrade the plugin version you can simply modify the app/build.gradle to remove the line "jniLibs.srcDirs "$VUFORIA_ENGINE/build/lib""
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to CONTINUOUS may impact performance of video background

iOS

  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • The Session Recorder only record camera frames, and not the device tracking poses from UWP devices.
  • Recordings made with the Session Recorder showing a Model Target on devices in some resolutions (e.g. 1440x1080) may fail to detect in Unity Play Mode on Windows with certain GPUs.
  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however, any camera start operation in Vuforia will again terminate the Miracast session.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Session Recorder is currently not supported on Magic Leap.

Unity

  • The SessionRecorder only supports devices where the camera provides NV21, NV12 or LUM (luminance) images. On the small number of Android devices which provide images in a different format (e.g. YV12, YUV420P) recording is not possible at present.
  • In Unity 2020.1 and later, adding a scoped NPM registry alone will not allow you to add the Vuforia Engine package from the Package Manager window. An explicit package dependency needs to be added in the project's manifest.json. Please see Vuforia Engine Package Hosting for Unity library article for more details.
  • When integrating Vuforia Engine with AR Foundation in Unity, tracking of a Vuforia target is not as stable as when using Vuforia Engine in Unity alone. On iOS, this issue is not seen.
  • When integrating Vufora Engine with AR Foundation in Unity, changing the Camera Mode does currently not have any effect.

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

Environments

  • Ground Plane experience currently do not support changing Virtual Scene Scale in Unity at runtime.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

iOS

  • When recording a session on iOS, the files are saved into the Documents/Recordings folder of your app. This folder can easily be accessed through iTunes when the UIFileSharingEnabled plist entry has been set in Xcode. To add this setting to your Unity application, see the SharingEnabledPostProcessBuildPlayer.cs build script in the Unity Core Samples app.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

Android

  • The DepthContour shader will render with some black artifacts on some Snapdragon-based Android devices when the Vulkan graphics backend is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

Lumin

  • When building the MagicLeap sample with Unity 2020.1, the bumper button on the MagicLeap controller will not bring up the selection menu for switching Model Target modes.
  • The Virtual Scene Scale Factor in Unity is not supported on Magic Leap.

UWP

  • On a project built with Unity 2019.4.0f1, the error ‘BV4 midphase only supported on Intel platform’ is shown in the console on HoloLens2 at start time.
  • Using Unity’s XR Plugin Management package in a Vuforia project causes visible offset on tracked objects on HoloLens. To avoid this issue in HoloLens projects, it is recommended to use Vuforia with any version of Unity between 2018.4 and 2019.4 and to not use the XR Plugin Management package.
  • In the HoloLens sample app for Unity, voice commands stop working after suspending and resuming the app.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.
  • With the HoloLens sample, using MRTK 2.3.0 can cause the Editor to hang when importing .ttf files.
  • ·The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.

Other

  • VuforiaRenderer.VideoBackgroundTexture is not available when using the Vulkan graphics API. Please use GLES3 if you require the RGB video background texture at runtime.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Accessing Unity the camera background materials interfere with video texture updates. Please refer here for more information.
  • Database file names with trailing spaces currently cannot be loaded.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.

 

Vuforia Engine v9.4.6

 

Bugfixes / Features 

 

All

Area Targets

  • The Vuforia Area Target Creator app supports the generation and testing of Area Target Datasets on supported iPad Pro devices with LiDAR sensor. The app supports scanning smaller spaces and generating a set of dataset files and model files that are ready to be imported into an authoring environment. 

Image Targets

  • The User Defined Targets feature and the corresponding ImageTargetBuilder API have been deprecated and will be removed in a future release. Vuforia Engine provides the Ground Plane feature which we recommend for placing virtual content on real-world surfaces at known scale. Alternatively, the RuntimeImageSource.SetImage() methods can be used to create an Image Target at runtime from any source, including a camera snapshot.

Model Targets

  • The previously deprecated global hint for the CARS Tracking Mode has been removed. Please use the per-target setting in the Model Target Generator instead.

Other

  • The format for the XML sequence description file used by the File Driver sample has been changed. The new format is not backward compatible. Please see the example file and table for details.

Android

  • Fixed an issue where recognizing Advanced Model Targets did not work on some Galaxy Tab devices, in particular the Samsung Galaxy Tab S5e.

iOS

N/A

UWP

  • A bug was identified in lifecycle handling for the UWP native sample which resulted in every other resume from suspend showing a black screen, this issue is now resolved.
Lumin N/A

Unity

  • The minimum supported Unity version has been raised to Unity 2019 LTS (2019.4).
  • The "Vuforia Engine" and "Vuforia Core Samples" Unity sample projects have been updated to use the Vulkan graphics backend by default on Android.

 

Known Issues

 

All

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • If a glTF 2.0 file is used as an input to the MTG that uses UNSIGNED_BYTE for indices, the resulting datasets may not work in Vuforia Engine.

Environments

  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if Extended Tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • Using User Defined Targets (UDT), that is now deprecated, in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • The UVC Driver sample is not compatible with Android 10 devices.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • For the Android native sample, if you upgrade the Android Gradle build plugin to version 4.0.0, as suggested by Android Studio, you will get the following build error: "More than one file was found with OS independent path 'lib/arm64-v8a/libVuforia.so'.". If you need to upgrade the plugin version you can simply modify the app/build.gradle to remove the line" "jniLibs.srcDirs "$VUFORIA_ENGINE/build/lib" ".

iOS

  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging. This behaviour is not observed in iPadOS 13.6 and later.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however, any camera start operation in Vuforia will again terminate the Miracast session.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin N/A

Unity

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.

Area Targets

  • Using the occlusion mesh with Area Targets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's Custom/DepthMask shader (used e.g. for Area Target occlusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode Transparent.

iOS

  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.

Android

  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

UWP

  • Using Unity’s XR Plugin Management package in a Vuforia project causes visible offset on tracked objects on HoloLens. To avoid this issue in HoloLens projects, it is recommended to use Vuforia with any version of Unity between 2018.4 and 2019.4 and to not use the XR Plugin Management package.
  • With the Hololens sample, using MRTK 2.3.0 can cause the Editor to hang when importing .ttf files.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • Using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.

Magic Leap

  • When building the MagicLeap sample with Unity 2020.1, the bumper button on the MagicLeap controller will not bring up the selection menu for switching ModelTarget modes.
  • The Virtual Scene Scale Factor in Unity is not supported on Magic Leap.

Other

  • VuforiaRenderer.VideoBackgroundTexture is not available when using the Vulkan graphics API. Please use GLES3 if you require the RGB video background texture at runtime.
  • In Unity 2020.1, including the Vuforia Engine package from the NPM registry requires to also reference the exact package version. Just adding the NPM registry will not show the package in the package manager. Please see this article for instructions on how to include the latest package version.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Accessing Unity the camera background materials interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.

 

Vuforia Engine v9.3.3

 

Bugfixes / Features 

 

All

Model Targets
  • Improved recognition of Advanced Model Targets in closeup scenarios where the target fully covers the view. While it is still beneficial to keep a part of the object's silhouette and some background in view, this is no longer strictly required for recognition. In order to benefit from this improvment, re-train your databases with the Vuforia 9.3 Model Target Generator.

Android

  • The Java language bindings for Android that were deprecated in a previous release have now been removed.

Android

N/A

iOS

  • Fixed an issue that prevented Vuforia from using ARKit on iOS 14 beta.

UWP

  • Fixed an issue that caused reduced detection performance with certain Model Targets on UWP devices.
Lumin N/A

Unity

  • The recommended Unity version for Vuforia Engine 9.3 is Unity 2019.4 LTS. The minimum supported version is Unity 2019.3.
  • Fixed an issue with video background rendering in Unity 2020.2 alpha versions.
  • The Unity HoloLens Sample app has been changed to no longer depend on the MRTK Scene System extension. Instead, scenes are now used directly.
  • Fixed an issue in the Vuforia Core Samples where the back button was not working in Unity 2020.1.

 

Known Issues

 

All

Model Targets

  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.

Environments

  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • Using User Defined Targets (UDT) in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • The UVC Driver sample isn't compatible with Android 10 devices.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • After Device Tracker loses tracking with ARCore, it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Some Snapdragon Android devices show rendering artifacts when sample video is played and stopped
  • For the Android native sample, if you upgrade the Android Gradle build plugin to version 4.0.0, as suggested by Android Studio, you will get the following build error: "More than one file was found with OS independent path 'lib/arm64-v8a/libVuforia.so'.". If you need to upgrade the plugin version, you can simply modify the app/build.gradle to remove the line "jniLibs.srcDirs "$VUFORIA_ENGINE/build/lib""

iOS

  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • On Hololens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin N/A

Unity

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • Database file names ending with trailing spaces i.e. dataset 1 .unitypackage cannot be loaded into the Unity Editor.
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the Guide View mode for each behavior 

Area Targets

  • Using the occlusion mesh with Area Targets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.

iOS

  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS 

Android

  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

UWP

  • Using Unity’s XR Plugin Management package in a Vuforia project causes visible offset on tracked objects on HoloLens. To avoid this issue in HoloLens projects, it is recommended to use Vuforia with any version of Unity between 2018.4 and 2019.4 and to not use the XR Plugin Management package.
  • With the Hololens sample, using MRTK 2.3.0 can cause the Editor to hang when importing .ttf files.
  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens and Magic Leap.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Environments

  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • VuforiaRenderer.VideoBackgroundTexture is not available when using the Vulkan graphics API. Please use GLES3 if you require the RGB video background texture at runtime
  • In Unity 2020.1, including the Vuforia Engine package from the NPM registry requires to also reference the exact package version. Just adding the NPM registry will not show the package in the package manager. Please see this article for instructions on how to include the latest package version.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Accessing Unity the camera background materials interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Successively calling GetCameraImage from multiple scenes returns incorrect images

 

Vuforia Engine v9.2.8 Patch

 

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

N/A

UWP

N/A

Lumin N/A

Unity

  • Fixed an issue where Vuforia Engine failed to initialize on iOS devices when using Unity 2019.3.14 or later - including Unity 2019 LTS.

 

Known Issues

 

All

Model Targets

  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • When using Advanced Model Targets, recognition is not very reliable in closeup scenarios if the target fully covers the view. It is recommended to guide the user to use views where part of the silhouette of the model is visible and a part of the camera view is covered with background. See this Model Target Guide Views for more information.
  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.

Environments

  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • Using User Defined Targets (UDT) in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation – but the user will have to start the experience again with detecting the Model Target.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • After Device Tracker loses tracking with ARCore, it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Some Snapdragon Android devices show rendering artifacts when sample video is played and stopped
  • For the Android native sample, if you upgrade the Android Gradle build plugin to version 4.0.0, as suggested by Android Studio, you will get the following build error: "More than one file was found with OS independent path 'lib/arm64-v8a/libVuforia.so'.". If you need to upgrade the plugin version, you can simply modify the app/build.gradle to remove the line "jniLibs.srcDirs "$VUFORIA_ENGINE/build/lib""

iOS

  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging.

UWP

  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • On HoloLens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin N/A

Unity

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • Changing the Guide View mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behavior separately.

Area Targets

  • Using the occlusion mesh with AreaTargets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.

iOS

  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • A crash can occur on iOS when using the GLES2 or GLES3 graphics API in a scene which contains ModelTargets. In this case, disabling Multithreaded Rendering in the Player Settings will fix the issue.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.

Android

  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occlusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode -> Transparent.
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

UWP

  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens and Magic Leap.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Other

  • Currently, it is not possible to use Canvas with mode set to 'Screen Space - Camera' with ARCamera assigned to it. As a work around 'Screen Space - Overlay' mode can be used. Or another camera could be assigned for canvas.
  • Accessing Unity, the camera background materials interfere with video texture updates. Please refer here for more information.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.

 

Vuforia Engine v9.2.7

 

Bugfixes / Features 

 

All

Model Targets

  • Introduced a new Model Target tracking mode that improves detection and tracking for models created from 3D scans. The mode can be selected in the Model Target Generator under the "Model Attributes" tab. For more information please refer to Optimizing Model Target Tracking.
  • The tracking mode for cars can now be selected on a per-target basis in the Model Target Generator, the Unity Editor and via the new ModelTarget::setTrackingMode() API. The global HINT_MODEL_TARGET_MODE is deprecated and will be removed in a future version.
  • Fixed an issue where model targets were rapidly switching between TRACKED and NO_POSE when tracked from a large distance without device tracker being active.

Area Targets

  • Improved average relocation times for larger Area Targets.

Other

  • New native sample apps have been created for Android, iOS and UWP. These replace all previous native sample apps. See the Native Vuforia Engine Sample article for more details.
  • Extended the use of 1080p camera resolution when using ARCore. The default and quality modes will now prefer 1080p resolution if it is supported by the device.
  • The following API have been removed from the SDK:
    • CloudRecoSearchResult::getTargetSize() method
    • HandheldTransformModelHeadTransformModelTransformModel classes
    • View::VIEW_POSTPROCESS enum value

Android

  • Support for Android x86 has been removed in this version of the Vuforia Engine. You may still use Vuforia Engine Android armeabi-v7a builds on Intel devices using arm emulation.
  • Fixed issue in File Driver that prevented the use of a custom path to the data for playback.
  • Fixed an issue that could lead to apps freezing when Advanced Model Targets datasets were deactivated on Android devices.
  • Fixed an issue with Model Targets on ARCore devices, where after an event that caused a device tracker restart (e.g. pause/resume or an occluded camera) extended tracking of the target was sometimes not restarted when the target was at larger distances to the device, causing flickering and jittering results.

iOS

N/A

UWP

  • Changed the UWP public API for rendering so that DXRenderData and DXTextureData now store raw pointers instead of WRL::ComPtr's. This makes it easier to use these APIs with C++/WinRT.
Lumin N/A

Unity

  • The minimum supported Unity version has been raised to 2019.3. Unity 2018.4 LTS is supported for HoloLens development only. See Supported Versions for more information.
  • The Model Target Tracking Mode can now be configured by target in the MTG. Because of this, the Model Target Test app has been updated to no longer allow changing the mode at runtime. Instead, it displays the mode selected for each target once it is recognized.
  • Fixed an issue in the Unity extension where deselecting the ModelTargetTurnOffBehaviour did not appear to have an effect when rendering was set to single pass stereo.
  • The Vuforia Magic Leap Sample has been updated to be compatible with Unity 2019.3.
  • The Preserve Child Size option in the Unity target inspectors has been removed. Since the game object scale is now fixed to (1,1,1) independently of target size, this is no longer applicable.

 

Known Issues

 

All

Model Targets

  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • When using Advanced Model Targets, recognition is not very reliable in closeup scenarios if the target fully covers the view. It is recommended to guide the user to use views where part of the silhouette of the model is visible and a part of the camera view is covered with background. See this Model Target Guide Views for more information.
  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.

Environments

  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • Using User Defined Targets (UDT) in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation – but the user will have to start the experience again with detecting the Model Target.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • After Device Tracker loses tracking with ARCore, it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Some Snapdragon Android devices show rendering artifacts when sample video is played and stopped
  • For the Android native sample, if you upgrade the Android Gradle build plugin to version 4.0.0, as suggested by Android Studio, you will get the following build error: "More than one file was found with OS independent path 'lib/arm64-v8a/libVuforia.so'.". If you need to upgrade the plugin version, you can simply modify the app/build.gradle to remove the line "jniLibs.srcDirs "$VUFORIA_ENGINE/build/lib""

iOS

  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging.

UWP

  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • On HoloLens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin N/A

Unity

Model Targets

  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.
  • Changing the Guide View mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behavior separately.

Area Targets

  • Using the occlusion mesh with AreaTargets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.

iOS

  • Using Unity 2019.3.14 or later - including Unity 2019 LTS - fails to initialize Vuforia Engine on iOS devices. This also affects earlier versions of Vuforia Engine on those Unity versions. We are working with Unity to resolve this issue as quickly as possible. In the meantime, please use Unity 2019.3.13 or earlier.

  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • A crash can occur on iOS when using the GLES2 or GLES3 graphics API in a scene which contains ModelTargets. In this case, disabling Multithreaded Rendering in the Player Settings will fix the issue.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.

Android

  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occlusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode -> Transparent.
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

UWP

  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens and Magic Leap.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Other

  • Currently, it is not possible to use Canvas with mode set to 'Screen Space - Camera' with ARCamera assigned to it. As a work around 'Screen Space - Overlay' mode can be used. Or another camera could be assigned for canvas.
  • Accessing Unity, the camera background materials interfere with video texture updates. Please refer here for more information.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.

 

Vuforia Engine v9.1.7

 

Bugfixes / Features 

 

All

Model Targets

  • Tracking in "Cars Mode" for Model Targets has been further improved and is now more stable. See here on how to enable it in your project.
  • Improved tracking robustness of Model Targets detection in certain situations.

Digital Eyewear

  • Added basic support for the RealWear HMT-1 eyewear device. Please note that the device tracker is not supported. For more information, please refer to Vuforia Recommended Devices page.

Area Targets

  • You can now choose the option "Add Mesh Collider" on your Area Targets in Unity. When enabled, you can ray-cast against the mesh representation of your environment, as well as including the environment into collision and physics simulation. See Area Targets in Unity for additional information
  • Tracking accuracy is improved in the cases where there are multiple Area Targets simultaneously active and overlapping in a space .
  • Tracking accuracy is Improved in the case an Area Target is approached from outside of the scanned area.

Other

  • Fixed a potential crash when multiple VuMark datasets with different code sizes were loaded.

Android

  • Detection time is improved for Advanced Model Targets on certain Android devices.
  • Samsung Galaxy S20, S20 Plus, S20 Ultra, S8, S8 Plus, S9, S9 Plus, S10e, S10 and S10 Plus now support 1080p rendering by default for improved experiences.

iOS

  • The AreaTarget Tracker's efficiency is improved and thus reducing battery drain on all devices. Also, problems were resolved concerning rendering FPS drops on low-end devices by limiting the usage of computational resources depending on availability.
  • Fixed a memory leak when using Advanced Model Targets on iOS 13..
  • The native iOS sample now correctly destroys Model Target datasets when returning to the main menu, freeing up the associated memory.

UWP

  • Fixed an issue when using Advanced Model Targets datasets that were trained prior to the release of Vuforia Engine 8.6 on MS HoloLens 2 devices running build 19041.1022 or newer.
Lumin
  • Tracking stability on the Magic Leap One has been improved. Please make sure to update your Magic Leap device to the latest firmware and map the space you are in before tracking targets and displaying holograms.

Unity

  • Improved Simulator Play Mode. Targets are now only reported as being tracked in this mode if they come into the virtual view.
  • Setters for the following two methods have been exposed: VuforiaConfiguration.Instance.WebCam.DeviceNameSetInEditor VuforiaConfiguration.Instance.WebCam.TurnOffWebCam

 

Known Issues

 

All

Model Targets

  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • Model targets may rapidly switch between TRACKED and NO_POSE when tracked from a large distance without device tracker being active.
  • Device Tracker reset during Extended Tracking with a Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but the user will have to start experience again with detecting the Model Target.
  • When using Advanced Model Targets, recognition is not very reliable in closeup scenarios if the target fully covers the view. It is recommended to guide the user to use views where part of the silhouette of the model is visible and a part of the camera view is covered with background. See this article for more information: Model Targets Guide View.
  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.

Environments

  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can still be unreliable and cause drift in the mid-air anchor position over time.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • Using User Defined Targets (UDT) in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and re-detect it if extended tracking does not resume normally.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • Some Snapdragon Android devices show rendering artifacts when sample video is played and stopped.
  • The following Android native sample apps do not implement persistence: Cloud Recognition and User Defined Targets.

iOS

  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • A crash is observed on the iPad Pro 4th generation on application start in cases where the device is connected to debugging.

UWP

  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.

 

  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • The UWP native Ground Plane sample app does not implement persistent behavior properly. Extended tracked targets and anchors will be lost after pausing and resuming the app.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • Extended Tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • On HoloLens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however any camera start operation in Vuforia will again terminate the Miracast session.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
Lumin
  • The Vuforia Magic Leap Sample is only compatible with Unity 2019.2.x. Building the Vuforia Magic Leap Sample with Unity 2019.3.x will fail as the sample scripts rely on ML API and below Lumin 0.24.1.

Unity

Model Targets

  • Changing the guide view mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behavior separately.

Area Targets

  • Using the occlusion mesh with Area Targets on snapdragon devices will cause black artifacts to be rendered when the Vulkan graphics API is used.

iOS

  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • A crash can occur on iOS when using the GLES2 or GLES3 graphics API in a scene which contains ModelTargets. In this case, disabling Multithreaded Rendering in the Player Settings will fix the issue.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.

Android

  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • On some Android devices (e.g. PixelXL), objects occluded by Vuforia Engine's "Custom/DepthMask" shader (used e.g. for Area Target occlusion) are rendered black. To work around this issue, set the occluded objects' materials to Rendering Mode "Transparent".
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

UWP

  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens and Magic Leap.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.

Other

  • Currently, it is not possible to use Canvas with mode set to 'Screen Space - Camera' with ARCamera assigned to it. As a work around 'Screen Space - Overlay' mode can be used. Or another camera could be assigned for canvas.
  • Accessing Unity, the camera background materials interfere with video texture updates. Please refer here for more information.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.

 

Vuforia Engine v9.0.12

 

Bugfixes / Features 

 

All

Model Targets

  • Advanced Model Targets now support training of databases that contain multiple models each with automatic recognition ranges up to 360° detection.
  • Improved recognition of Advanced Model Target databases that were trained using "realistic" model appearance mode.

Area Targets

  • Vuforia Engine Area Target enables using an entire space, be it a factory floor or retail store, as an AR target. A 3D scan of the desired location can be converted with the Vuforia Area Target Generator. Test your scanned space with the Area Targets Test App, provided as Unity project and pre-build for Android. Author and simulate your AR experience created around the Area Target 3D representation in the Unity Editor. See the Area Targets Feature Overview on how to get started.
    Additionally, a new type of tracker AreaTracker and trackable AreaTarget have been introduced in the API to support this new feature. See Area Target API Overview on how to use the new API.

Environments

  • Per default Vuforia Engine apps now persist the trackable states after a pause/resume interrupt when using the Device Tracker to allow continuation of interrupted AR experiences. Guide your user after a resume to return to the location where the experience was left off. The Device Tracker will then relocalize and recreate anchors from the prior session, reporting also extended tracked targets. More information at Best Practices for Continued AR Experiences in the Vuforia Library.

Other

  • Vuforia Engine platform-specific header files are now located under include/Vuforia/<platform> directory.

Android

  • The render rate stability for native ARCore apps was improved.
  • The Java bindings for the native Android platform have been deprecated and will be removed in a future Vuforia Engine release.
  • The native Android Java samples will be removed in a future release, as the Vuforia Engine Java bindings have been deprecated.
  • Native support for Android x86 has been deprecated and will be removed in a future Vuforia Engine release.

iOS

  • Fixed a memory leak when destroying Model Target datasets.

UWP

N/A
Lumin N/A

Unity

  • Simulation Play Mode is an alternative Play Mode preview visualization in Unity Editor which allows you to move a simulated camera in a first-person view walking on the ground. In this view you can walk spaces represented by Area Targets, orbit Model Targets, or review entire AR scenarios as if you were moving the camera in physical space. Vuforia reports target poses, so you can test your scripted behaviors. For a full feature-set and how-to, see Vuforia Play Mode in Unity.
  • In newly created Unity projects, Vuforia Engine will now automatically start the DeviceTracker. Features that used to start the Device Tracker automatically in previous versions, e.g. Model Targets or Ground Plane will no longer do so. In these cases, please make sure to enable the Device Tracker in the Vuforia configuration or start it at runtime through the scripting API.
  • With the Virtual Scene Scale Factor in Unity, a factor can be configured that is applied to all trackable poses, device tracking, hit tests, and similar. This allows to harmonize meter-scale required by Vuforia with your arbitrarily chosen scene-scale in Unity. See detailed explanation in this documentation.
  • Fixed an issue where console errors were seen in the Unity log after switching platform to iOS or Android.
  • Vuforia Engine now requires .NET 4.x to be used in Unity projects.
  • Changed the Vuforia Engine entries in the Unity Editor GameObjects menu in order to better align with Vuforia feature names.

 

Known Issues

 

All

Model Targets

  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • Model targets may rapidly switch between TRACKED and NO_POSE when tracked from a large distance without Device Tracker being active.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • When using Advanced Model Targets, recognition is not very reliable in closeup scenarios if the target fully covers the view. It is recommended to guide the user to use views where part of the silhouette of the model is visible and a part of the camera view is covered with background. See this article for more information.
  • The native Model Targets GuideView interface still uses the legacy y-down camera coordinate system convention in the getPose/setPose methods.
  • Apps may experience long dataset loading times and/or run out of memory if Advanced Model Target databases with more than 10 trained models are used. The exact number of supported targets is dependent on model size and complexity as well as the device that is being used.

Environments

  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.
  • Using User Defined Targets (UDT) in combination with Device Tracker and Fusion providers other than VUFORIA_VISION_ONLY is not supported and may lead to unstable tracking results.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • PositionalDeviceTracker may show some tracking instability after pausing and resuming the application when VISLAM Fusion Provider is used. This can be mitigated by encouraging users to move the device around a bit to reinitialize tracking after resuming the AR session. In cases where applicable, it may be necessary to go back to a target and redetect it if extended tracking does not resume normally.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • The Ground Plane sample app does not allow re-positioning of the annotations into a new area after pause and resume. Going back to the original area and recovering the original annotation is necessary before it can be moved. As an alternative you can reset the experience after resume to use the app again.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
Android
  • After Device Tracker loses tracking with ARCore it may be necessary to direct the user to return to the target to recover extended tracking when using Advanced Model Targets.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • Some Snapdragon Android devices show rendering artifacts when sample video is played and stopped.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • On the Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.

 

  • The HoloLens version of the Area Target Test App only supports one Area Target Dataset at the same time.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • On HoloLens, starting a Vuforia App when an existing Miracast session is active will terminate the Miracast session. It is possible to re-start the Miracast session and use it while Vuforia is tracking, however, any camera start-operation in Vuforia will again terminate the Miracast session.

 

  • Extended tracked targets may be reported with incorrect poses for one or two frames after pausing and resuming when using Vuforia Sensor Fusion provider.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • Vuforia UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
  • The UWP native Ground Plane sample app does not implement continued behavior properly. Extended tracked targets and anchors will be lost after pausing and resuming the app.
  • Augmentations placed on Ground Planes may jitter more on UWP tablet devices than on other platforms.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
Lumin
  • The Virtual Scene Scale Factor in Unity is not supported on Magic Leap 1.
  • On Magic Leap 1, in some cases, tracking judder (double images of holograms, shaking and wobbling of holograms) is observed when moving around targets. This is not a Vuforia specific issue and we are working with Magic Leap 1 to determine an appropriate resolution. In the meantime, please make sure to update your Magic Leap 1 device to the latest firmware and map the space you are in before tracking targets and displaying holograms.

Unity

Model Targets

  • Changing the guide view mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behavior separately.

iOS

  • A crash can occur on iOS when using the GLES2 or GLES3 graphics API in a scene which contains Model Targets. In this case, disabling Multithreaded Rendering in the Player Settings will fix the issue.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.

Android

  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.

UWP

  • The Virtual Scene Scale Factor in Unity is not supported on HoloLens.
  • In the Unity HoloLens sample, some renderings errors are seen in scene view in the Unity Editor.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.

Other

  • Currently, it is not possible to use Canvas with mode set to 'Screen Space - Camera' with ARCamera assigned to it. As a work around 'Screen Space - Overlay' mode can be used. Or another camera could be assigned for canvas.
  • Accessing Unity’s camera background materials interferes with video texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Unity Cloud Build is currently not supported in Unity 2018.4 if Vuforia Engine is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.

 

Vuforia Engine v8.6.9 and v8.6.10

 

Bugfixes / Features 

 

All

Model Targets

  • Fixed an issue with "Realistic Appearance" mode for Advanced Model Targets. If you have previously trained a dataset with this mode, make sure to upgrade your version of Vuforia Engine to 8.6.10 or later.

Android

N/A

iOS

N/A

UWP

  • Updated the Vuforia HoloLens sample in the Unity Asset Store with a new version that shows integration with the Mixed Reality Toolkit (MRTK) and how to leverage the new hand gesture capabilities of the HoloLens 2. See Working with the HoloLens Sample in Unity for instructions.
Lumin
  • Fixed an issue in the Vuforia Magic Leap sample for Unity that resulted in compiler errors when building the app because of missing .asmdef files.

Unity

  • Fixed support for Cloud Recognition on Magic Leap 1

 

Known Issues

 

All

Model Targets

  • Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • Model targets may rapidly switch between TRACKED and NO_POSE when tracked from a large distance without device tracker being active.
  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • The native Model Targets GuideView interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.

Environments

  • A wrong EXTENDED_TRACKED pose might be reported for Model Targets and other Object Targets after the Device Tracker recovers from limited tracking state. This is seen e.g. if the camera of the device was covered while moving and is mostly seen on devices where ARKit and ARCore are not supported and VISLAM is used for device tracking. The target pose will be corrected once the target comes into full view again and can be re-detected. If your application requires exact target alignment in such scenarios, it is recommended to discard EXTENDED_TRACKED poses of targets after the Device Tracker reported a LIMITED tracking status info. The target should only be considered tracked again if its tracking status is reported AS TRACKED. In Unity, this is best implemented in a custom TrackableEventHandler script..
  • Using multiple trackables simultaneously with Extended Tracking using Vuforia Sensor Fusion provider, may lead in edge-cases to degraded tracking quality.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
  • The manual rotation offset of the object in the Ground Plane sample does not reset after 'reset' is hit.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • Using FileDriver requires to provide intrinsics for every frame, even if global intrinsics are provided.
Android
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • Some Snapdragon Android devices show rendering artifacts when sample video is played and stopped.

iOS

  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • Camera autofocus is always on and cannot be disabled when ARKit is used, due to a known ARKit limitation: See here for more information.

UWP

  • Augmentations placed on Ground Planes may jitter more on UWP devices than on other platforms.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • Small or far away image targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.
  • Vuforia Unity UWP apps may exhibit symptoms such as a black screen or frozen camera image when another app is also using the camera.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
Lumin
  • On Magic Leap, in some cases, tracking judder (double images of holograms, shaking and wobbling of holograms) is observed when moving around targets. This is not a Vuforia specific issue and we are working with Magic Leap to determine an appropriate resolution. In the meantime please make sure to update your Magic Leap device to the latest firmware and map the space you are in before tracking targets and displaying holograms.

Unity

  • Changing the guide view mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behavior separately.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • 2D Model Target Guide Views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D Guide Views in case you want to support the OpenGL ES 2.0 rendering backend.
  • A crash can occur on iOS when using the GLES2 or GLES3 graphics API in a scene which contains ModelTargets. In this case, disabling Multithreaded Rendering in the Player Settings will fix the issue.
  • A black screen is seen when building a Vuforia for Unity as a Library app for iOS with XCode 11. Use Xcode 10.3 instead.
  • Make sure to finish loading the OBB archive before initializing Vuforia to avoid resources such as the Vuforia Targets and the Vuforia Configuration being split across the APK and the OBB archive causing unforeseen issues, including a potential Vuforia license validation failure.
  • Accessing Unity materials interferes with background texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • Currently, it is not possible to use Canvas with mode set to 'Screen Space - Camera' with ARCamera assigned to it. As a work around 'Screen Space - Overlay' mode can be used. Or another camera could be assigned for canvas.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

 

Vuforia Engine v8.6.7  

 

Bugfixes / Features 

 

All

Digital Eyewear

  • Added Beta support for the Magic Leap 1 Creator Edition (Unity only). Please see Developing Vuforia Engine Apps for Magic Leap for more information.
  • Added a Unity sample showing how to build a Vuforia Engine app for the Magic Leap 1. See Working with the Vuforia Magic Leap Sample for more information.
  • Added Support for the Vuzix m400 eyewear device.
  • Improved performance on HoloLens devices: Performance of deep-learning based features (Advanced Model Targets, Advanced Model Targets 360) has been improved on all UWP devices. In addition, on HoloLens camera mode MODE_OPTIMIZE_SPEED now reduces the camera frame rate to save power, this is best used for experiences where the tracked targets are not moving.

Model Targets

  • Added a new Model Target tracking mode optimized for cars. In Unity, select CARS from the Model Target Tracking Mode dropdown in the Vuforia configuration. You can also configure this mode with the setHint() API. Please refer Optimizing Model Target Tracking for more information.

Environments

  • TrackableResults for targets and anchors now have a new tracking status: LIMITED. This is used when the inferred pose of the target or anchor is known to have substantially larger inaccuracies than a normal EXTENDED_TRACKED pose. This can occur after the Device Tracker recovers from limited tracking state, e.g. if the camera of the device was covered while moving. Once the inferred pose of the target or anchor is estimated more accurately, it will again start to report EXTENDED_TRACKED poses. If your application requires exact target alignment, it is recommended to discard LIMITED poses of targets since they may have a large offset from the original target location. If accurate alignment is less of a concern, then using LIMITED poses may provide a more continuous tracking experience.

Other

Android

  • Improved support for Model Targets on devices with a rotated camera.
  • Vuforia Engine on Android now reports INIT_NO_CAMERA_ACCESS instead of INIT_ERROR if the user denies camera permission during Vuforia initialization.
  • Intrinsics default to global intrinsics, if per-frame intrinsics are not provided when using FileDriver.

iOS

  • Intrinsics default to global intrinsics, if per-frame intrinsics are not provided when using FileDriver.

UWP

  • The UWP-specific function Vuforia::setCurrentOrientation() has been changed to take as its parameter the locally defined enum instead of Windows::Graphics::Display::DisplayOrientations. This is to enable the function to be called from apps written using C++/WinRT.
  • Fixed an issue with recognition of larger objects on HoloLens when using Advanced Model Targets (non-360) databases. We recommend to re-train Advanced Model Target databases that are intended to be used on HoloLens in case recognition issues are observed.

Unity

  • The DefaultTrackableEventHandler can now be configured for each target to render content when the target is "Tracked", "Extended Tracked" or also when only a "Limited" pose is available. This allows for per-trackable configuration of extended tracked poses. If a trackable is reported with status "Limited", only an inaccurate pose is available. It should only be taken into consideration if close alignment of virtual content and real world object is not required. See also comment in Environments section above.
  • Refactored the way how Unity application code can register for Vuforia Engine events. Instead of implementing event handling interfaces, application scripts can now register for individual callbacks. See the VuforiaSamples for more details.
  • Fixed a linker issue seen in XCode when building Vuforia Engine iOS apps with Unity 2019.3 beta 8 and later.
  • On Android, the minimum SDK version is now specified for the native Vuforia plugin. This prevents Unity from adding additional permissions to the Android Manifest that are not actually required by Vuforia Engine. The minimum supported version is 19 (Android 4.4 KitKat).

 

Known Issues

 

All

Model Targets

  • Model Targets with motion hint STATIC are more sensitive to wrongly specified physical size in the dataset.
  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • Model Targets may rapidly switch between TRACKED and NO_POSE when tracked from a large distance without Device Tracker being active.
  • Using multiple trackables simultaneously while Extended Tracking them on Vuforia Sensor Fusion provider may lead in edge-cases to degraded tracking quality.

Environments

  • Device Tracker reset during Extended Tracking with Model Target might in some cases lead to unexpected relocalization issues. Deactivating/activating the Model Target improves the situation - but user will have to start experience again with detecting the Model Target.
  • The native Model Targets GuideView interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.
  • VISLAM may fail on environments with predominantly edgy structures with fine lines w/o other texture.
  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
Android
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.

iOS

  • Unity: 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.
  • Camera autofocus is always on and cannot be disabled when ARKit is used, due to a known ARKit limitation: https://issuetracker.unity3d.com/issues/arfoundation-camera-is-using-an-autofocus-even-though-it-is-set-to-fixed

UWP

  • Augmentations placed on Ground Planes may jitter more on UWP devices than on other platforms.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on UWP.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia onUpdate callback can lead to freezing.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.

Unity

  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.
  • The RuntimeImageSource.SetFile method to load an image from a path at runtime is not functional in Unity. This will be fixed in an upcoming release. As a temporary workaround, the image file can be loaded by the application and passed to the RuntimeImageSource.SetImage method as a Texture2D or raw pixel buffer. An image asset can also be configured in the Unity inspector.
  • Calling SceneManager.LoadScene() successively and in quick manner may result in a black video background on iOS devices.
  • Unity: When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • Unity: 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Currently, it is not possible to use Canvas with mode set to 'Screen Space - Camera' with ARCamera assigned to it. As a work around 'Screen Space - Overlay' mode can be used. Or another camera could be assigned for canvas.
  • A black screen is seen when building a ‘Vuforia for Unity as a Library’ app for iOS with Xcode 11. Use Xcode 10.3 instead.
  • Accessing Unity materials interferes with background texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.

 

Vuforia Engine v8.5.9 - Unity Only

 

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

  • Fixed a linker issue seen in Xcode when building Vuforia Engine iOS apps with Unity 2019.3 beta 8 and later.

UWP

N/A

Unity

  • Fixed compiler errors seen in the Unity samples with Unity 2019.3 beta 8 and later.

 

Known Issues

 

All

Model Targets

  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • A wrong EXTENDED_TRACKED pose might be reported for Model Targets and other object targets after the Device Tracker recovers from limited tracking state. This is seen e.g. if the camera of the device was covered while moving, and it is mostly seen on devices where ARKit and ARCore are not supported and VISLAM is used for device tracking. The target pose will be corrected once the target comes into full view again and can be re-detected. If your application requires exact target alignment in such scenarios, it is recommended to discard EXTENDED_TRACKED poses of targets after the Device Tracker reports a LIMITED tracking status info. The target should only be considered tracked again if its tracking status is reported as TRACKED. In Unity, this is best implemented in a custom TrackableEventHandler script.
  • Model Targets may rapidly switch between TRACKED and NO_POSE when tracked from a large distance without device tracker being active.
  • The native Model Target’s GuideView interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.

Environments

  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM, an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.
  • Using FileDriver requires to provide intrinsics for every frame, even if global intrinsics are provided.

Android

  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on Android and UWP.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Vuforia currently does not support the "SRP batcher" option with the Universal Rendering Pipeline.

iOS

  • Running Advanced Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • Augmentations placed on Ground Planes may jitter more on UWP devices than on other platforms.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on Android and UWP.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.

Unity

  • Changing the Guide View mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide View mode for each behavior separately.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Accessing Unity materials interferes with background texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Vuforia currently does not support the "SRP batcher" option with the Universal Rendering Pipeline.
  • Please note that model extraction is disabled in the Vuforia Samples. If you import a custom Model Target database and want to use editor preview models, make sure to uncheck the "Disable model extraction from databases" in the Databases section of the Vuforia Configuration.
  • On the Vuzix M300 GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.

 

Vuforia Engine v8.5.8

 

Bugfixes / Features 

 

All

Model Targets

  • Added a new API to control CPU usage for specific tracking features. In this release, it is only implemented for Model Targets. The API provides a motion hint property, defined in the Object Target class. Setting the motion hint to STATIC will put the Model Targets tracker into a new tracking mode which is less CPU intensive when the object is moved. The assumption though is that the physical object is absolutely static with respect to the environment, e.g. a large machine. The initial value for the motion hint is defined in the Model Target Generator when the database is created, and it can be changed via native and Unity APIs. See Object Target class for more information on API usage and on Using the Model Target Motion Hint.

NOTE: For existing databases created with older versions of the Model Target Generator, the motion hint will default to STATIC, resulting in the new less CPU intensive tracking mode. To return to the old performance on moved objects, please set the motion hint to ADAPTIVE, either in the Unity editor, through an API call or by manually editing the database .xml file.

  • The Model Targets sample databases have been updated to include the new motion hint. Both models have been set to ADAPTIVE to demonstrate best-practice for small objects that potentially could be picked up.
  • Fixed an issue where Model Target augmentations appeared slightly shifted in Unity Android apps after a pause-resume.

Environments

  • Improved the availability of DeviceTracker poses when Vuforia VISLAM is in use (non ARKit/ARcore devices). In past releases the DeviceTracker might stop producing poses in challenging tracking situations. The user was required to point the camera to a previously seen view to restart operation. In 8.5 Vuforia VISLAM will transition to LIMITED operation instead and restart automatically when possible. The system will correct drift accumulated during the LIMITED phase as soon as the user points the camera to a view seen during a previous tracking phase.

Other

  • Support for slot-in viewer type devices and Rotational Device Tracking have been removed. Please see the Vuforia SDK 8.3 release notes for more information about the API. If you need 3DOF tracking, you can now use the PositionalDeviceTracker and use only the rotation part of the pose. For any optical (or video) see-through stereo rendering application, you will now need to use third party integration that you can combine with device pose from the Vuforia API.

NOTE: that in this release we have also deprecated VIEW_POSTPROCESS in View and the adjustForViewportCenterToAxis parameter of the RenderingPrimitives::getProjectionMatrix method.

  • API documentation has been amended for DataSet usage and its life cycle.

Android

  • Vuforia 8.5 is built with ARCore SDK 1.10 and has been tested with ARCore APK up to version 1.12 .
  • Fixed incorrect configuration for Camera mode to optimize quality on Google Pixel 3 and Samsung S10 family.

iOS

  • The header file Vuforia/Driver/Driver.h, which was previously missing from the Vuforia.framework, has been added. This enables the FileDriver sample to be built for iOS without the use of a workaround. See the updated FileDriver sample code for build instructions.

UWP

  • Fixed an issue resulting in a crash on HoloLens when tracking VuMarks.

Unity

  • Introduced experimental support for Unity as a Library. For more information, please see the developer manual at Using Vuforia Engine with Unity as a Library.
  • It is no longer necessary to include the ARCore Library in a Unity project manually, instead just check the checkbox in the VuforiaConfiguration under the ARCore Requirement dropdown. During the Gradle build this will automatically include the version of the library as specified on the Vuforia Supported Versions page. To use a custom version of ARCore, uncheck this setting and include the right library in the Unity project.
  • Fixed a compilation issue seen with IL2CPP in recent Unity 2019.3 beta versions.
  • Fixed an issue where Android manifest merging failed in Unity builds with newer Gradle versions.
  • Fixed an issue where Model Target augmentations appeared slightly shifted in Unity Android apps after a pause-resume.
  • Fixed an issue where some classes did not show up in the Unity API documentation.
  • The minimum supported Unity version for using Package Manager is 2019.2. For HoloLens development only, Unity 2018.4 is still supported. An update installer to patch Unity 2018.4 with Vuforia Engine 8.5 can be downloaded from the Vuforia Developer portal.
  • Fixed an issue where an exception was logged when switching between scenes while actively tracking a target.
  • Fixed an issue where Vuforia initialization had to be delayed in Unity to avoid a conflict between app-level permission check and Vuforia's camera permission check on Android.
  • Vuforia Engine requires "Render Over Native UI" to be set when building for iOS on Unity. This will fix various performance issues seen on some ARKit-enabled iOS devices.
  • Fixed an issue where after adding Vuforia to a project, QualitySettings may be reset to the lowest level upon entering Play Mode in the Editor for the first time.
  • Fixed an issue where the same GUID was used for some package assets as in the Unity Windows MR package.
  • Fixed an issue where an InvalidCastException Error was thrown on Sample import if the Vuforia configuration inspector was open.

 

Known Issues

 

All

Model Targets

  • Model Targets may switch to EXTENDED_TRACKED more often during very fast user motion when the motion hint is set to STATIC. We recommend using ADAPTIVE if robust tracking during very fast motions is required.
  • A wrong EXTENDED_TRACKED pose might be reported for Model Targets and other object targets after the Device Tracker recovers from limited tracking state. This is seen e.g. if the camera of the device was covered while moving, and it is mostly seen on devices where ARKit and ARCore are not supported and VISLAM is used for device tracking. The target pose will be corrected once the target comes into full view again and can be re-detected. If your application requires exact target alignment in such scenarios, it is recommended to discard EXTENDED_TRACKED poses of targets after the Device Tracker reports a LIMITED tracking status info. The target should only be considered tracked again if its tracking status is reported as TRACKED. In Unity, this is best implemented in a custom TrackableEventHandler script.
  • Model Targets may rapidly switch between TRACKED and NO_POSE when tracked from a large distance without device tracker being active.
  • The native Model Target’s GuideView interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.

Environments

  • Under certain conditions when doing fast motions during Extended Tracking using Fusion-provider VISLAM, an apparent shift in augmentation might be observed. Approaching the original target and/or resetting Device Tracker will resolve the issue.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • Mid-air anchors are now stabilized to the environment map when using Vuforia Sensor Fusion. Under some circumstances this can be still unreliable and cause drift in the mid-air anchor position over time.

Android

  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • In some occasions, the sample UVC driver implementation may fail to start after the USB camera permission has been accepted on Android.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on Android and UWP.
  • Using FileDriver requires to provide intrinsics for every frame, even if global intrinsics are provided.
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Vuforia currently does not support the "SRP batcher" option with the Universal Rendering Pipeline.

iOS

  • Running Advanced Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • Augmentations placed on Ground Planes may jitter more on UWP devices than on other platforms.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on Android and UWP.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • Small or far away Image Targets may temporarily show increased jitter on HoloLens when only very limited head motion is performed.
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.

Unity

  • Changing the Guide View mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide View mode for each behavior separately.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Accessing Unity materials interferes with background texture updates. Please refer here for more information.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • 2D Model Target Guide views are currently not supported on iOS when using the OpenGLES2 Graphics API. Please use 3D guide views in case you want to support the OpenGL ES 2.0 rendering backend.
  • Vuforia Engine requires "Render Over Native UI" to be set for iOS to resolve a performance issue seen on some ARKit-enabled devices. However, the same setting causes non-Vuforia specific issues on Android 8.0. Therefore, this setting is set/unset automatically when switching the platform between Android and iOS in Unity.
  • When using the scriptable render pipeline, enabling the experimental SRP Batcher option will break Video Background Rendering on Android OpenGL ES 3.0
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommended to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • Vuforia currently does not support the "SRP batcher" option with the Universal Rendering Pipeline.
  • Please note that model extraction is disabled in the Vuforia Samples. If you import a custom Model Target database and want to use editor preview models, make sure to uncheck the "Disable model extraction from databases" in the Databases section of the Vuforia Configuration.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.

 

Vuforia Engine v8.3.8

 

Bugfixes / Features 

 

All

Model Targets

  • The Model Target trained feature has been consolidated and merged into the Model Target feature. The API has been consolidated in this effort, with the following major changes:
    • Support of ModelTarget via the TargetFinder API has been removed
    • Legacy Model Target trained datasets can be loaded via the ObjectTracker dataset (backwards compatible). 
    • The guide view notification is now supported via a dedicated status info flag reported as part of ModelTargetResult: NO_DETECTION_RECOMMENDING_GUIDANCE.
    • ModelTargetResult is now always posted on the state

See the documentation for more information Model Target Native workflow 8.3 migration section.

  • Fixed an issue causing tracking instability using Object Targets when the Device Tracker is enabled.
  • Fixed an issue where ModelTarget::setSize()incorrectly returned true when the dataset is active.
  • Fixed an issue where tracking was occasionally lost after the first frame when using Model or Object Targets without a Device Tracker.
  • The VuforiaDL library has been integrated into the main Vuforia library, and as a result the VuforiaDL has been removed. There is now no longer a need for developers using Advanced Model Targets to include a separate library.
  • Advanced Model Targets with training now make use of GPU acceleration on supported iOS and Android devices.

Environments

  • Additional methods have been added to the Vuforia::Illumination class in native and Unity APIs that will return colorCorrection and intensityCorrection values. These values will be seen to change when using ARCore, on other platforms default values will be returned. See the Vuforia reference documentation for more details.

Other

  • Support for slot-in viewer type devices as well as Rotational Device Tracking has been deprecated and will be removed in a future version of Vuforia Engine. The following APIs have been deprecated:
    • EyewearCalibrationProfileManager
    • EyewearCalibrationReading
    • EyewearUserCalibrator
    • RotationalDeviceTracker
    • TransformModel
    • HeadTransformModel
    • HandheldTransformModel
    • ViewerParameters
    • CustomViewerParameters
    • ViewerParametersList, and different methods in
    • Device
    • EyewearDevice
    • RenderingPrimitives.
  • Support for the following devices have been removed: ODG R-7, R-7 HL, and EPSON BT-200.
  • Vuforia::getBuildVersion() has been added to the native API. It returns a string containing a numeric build ID. This may be used in conjunction with the information returned by Vuforia::getLibraryVersion() to precisely identify a particular build of Vuforia Engine.

Android

  • Vuforia Engine has been updated to use ARCore 1.7. Developers should update their applications to at least ARCore 1.7. When tracking becomes unreliable on ARCore devices, Vuforia will now report the reason. Information about the reason for the loss of tracking is provided by the STATUS_INFO that is returned from getStatusInfo() on a TrackableResult object.
  • Fixed a crash in Java GuideView.getName(). The return type of Java GuideView.getName() has been changed from a ByteBuffer to a String.
  • A new value INSUFFICIENT_LIGHT has been added to the TrackableResult STATUS_INFO enum. This status warns the user when there is insufficient light available in the scene. In this release it can be reported when ARCore is being used by Vuforia Fusion.
  • Values in the Illumination class are now platform specific and different Vuforia Fusion providers will provide different sets of values.

iOS

  • A new Fusion API setProviderConfiguration() has been added on iOS to be used in combination with getFusionProviderPlatformInfo() . This API allows developers to confgure the ARKit session that will be used by Vuforia Fusion. Vuforia Fusion inspects the ARKit configuration values and determines the appropriate values to use with Vuforia, when getFusionProviderPlatformInfo() is called. In this release the API allows the developer to set the AREnvironmentTexturing, introduced in ARKit 2.0. All other ARKit options are enabled when getFusionProviderPlatformInfo() is called.

UWP

  • You can now use Microsoft ETW trace tools to capture logging from the Vuforia Engine.
  • Fixed an issue where tracking frames would occasionally get lost on Microsoft HoloLens devices.

Unity

  • Starting with Unity 2019.2.0 beta 4, Vuforia is available through Unity's package manager. The package can be added by selecting Vuforia in the XR player settings or by selecting it in the package manager UI. Please see the migration guide to learn how to migrate existing projects to use package manager.
  • Fixed an issue in the Unity extension where an extracted Model Target prefab contains an incorrect scale on systems with a number format where the decimal point is not '.'.
  • Fixed an issue where upgrading Vuforia using the windows installer resulted in Vuforia not being loaded in a multi user work environment
  • Fixed an issue where disabling the video background from the Vuforia configuration did not work properly.
  • Fixed an issue where Android apps were not resuming after the camera permission dialog was confirmed. As a result of this fix, Vuforia initialization on Android might take a little longer than in previous versions. Use VuforiaARController.Instance.RegisterVuforiaInitializedCallback to execute any code that relies on Vuforia already being initialized.
  • Fixed an issue where a video background rendering error was logged in Mac play mode if the rendering API was set to OpenGLCore.
  • Fixed an issue where some Vuforia symbols were wrongly stripped from Android builds when using Proguard.
  • The minimum Unity version supported by Vuforia Engine 8.3 has been updated to Unity 2018.4

 

Known Issues

 

All

Model Targets

  • The native Model Targets GuideView interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.

Environments

  • Object Targets: De-activating and destroying a dataset containing ObjectTargets when other datasets containing ObjectTargets are active can lead to a crash. We recommend you load all your datasets at the start of the experience, and only activate/deactivate the one(s) you need during run-time (at application exit, you can destroy all the datasets).
  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.

Android

  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • On ARCore devices, no pose will be delivered when in VR mode you switch from Rotational Device Tracking to Positional Device Tracking.
  • On Vuziz M300, setting camera autofocus mode to continuous may impact performance of video background.

iOS

  • Unity Extension: Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • When producing iOS apps for App Store or Ad Hoc testing (using an Archive build), the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround.
  • Running (Advanced) Model Targets with Device Tracker on dual-core iOS devices (e.g. iPhone 6/6s) may result in noticeable video background lag.

UWP

  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.

Unity

  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Changing the guide view mode of multiple Model Target behaviors simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behavior separately.
  • Please note that model extraction is disabled in the Vuforia Samples. If you import a custom Model Target Database and want to use editor preview models, make sure to uncheck the "Disable model extraction from databases" in the Databases section of the Vuforia Configuration.
  • After activating Vuforia a project, QualitySettings may be reset to the lowest level upon entering Play Mode in the Editor for the first time. QualitySettings may be manually restored to their prior configuration without risk of them being reset once Vuforia has been enabled.
  • Accessing Unity materials interferes with background texture updates. Please refer here for more information.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Using Unity 2019.1, iOS devices with the A10 processor or lower (e.g. iPhone 6S, iPhone 7) that use Metal rendering API in combination ARKit (via Vuforia Fusion) can increase CPU load such that camera lag and/or dropped frames can be observed. Please refer here for more information.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS error code when camera permissions are denied on Android and UWP.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • On the Vuzix M300, GameObjects need to be parented to a Target or Anchor in order to render in the correct orientation.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer. This issue is resolved with Unity 2019.2, where Vuforia Engine is integrated with Unity's package manager.
  • In Unity, the Custom/DepthContour shader used for 3D GuideView rendering may not work in playmode for some models.

 

Vuforia Engine v8.1.11

 

Bugfixes / Features 

 

All

 

Android

 

iOS

 

UWP

 

Unity

  • Fixed a compiler error in Unity 2018.4.

 

Known Issues

 

All

Model Targets

  • Contradicting documentation ModelTarget::setSize() returns true when the dataset is active, while it shall return false.
  • Calling startRecognition() on a ModelReco TargetFinder after failure of startInit() may lead to a crash.
  • Activating a Trained Model Targets Dataset via ObjectTracker::activateDataset will result in the first Model Target of the dataset being active in the Tracker. At this point there is no method to switch active targets, apart from using it via the TargetFinder.
  • Model Target tracking using complex, large-scale objects may provide incorrect poses during certain device motions, such as turning sharp corners.
  • The native Model Targets Guide View interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time, especially on low-end devices.

Environments

  • After PositionalDeviceTracker::reset() the Device Tracker may deliver incorrect poses for a short period of time. STATUS=NO_POSE and STATUS_INFO=RELOCALIZING will be delivered instead of STATUS=NO_POSE and STATUS_INFO=INITIALIZING.
  • Leaving the device completely steady for about 10 seconds on start when using Vuforia SensorFusion provider for Device Tracker may cause the application to crash. Please reset DeviceTracker if STATUS_INFO=INITIALIZING for longer than 5 seconds. Avoid GroundPlane hitTests in this phase.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • De-activating a Dataset containing ObjectTargets when other datasets containing ObjectTargets are active can lead to a crash.

Android

  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • On the Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Multithreaded rendering on ODG R-7 glasses is not supported.
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • On ARCore devices, no pose will be delivered when in VR mode you switch from Rotational Device Tracking to Positional Device Tracking.
  • When ARCore is being used on the LG G7 ThinQ and LG V30+ devices the default camera resolution in MODE_DEFAULT is set to 640x480 as 1280x720 provides inconsistent results when using GroundPlane. To use 1280x720 you can disable ARCore and use Vuforia Sensor Fusion for Device Tracking.

iOS

  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Video background lag seen while tracking Model Targets on some iOS devices, for example on an iPhone 6S+.
  • When creating iOS apps for App Store or Ad Hoc testing using an Archive build, the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround.

UWP

  • Vuforia UWP apps may show a black screen or frozen camera image when another app is also using the camera.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Using Windows 10 version 1607 ("Anniversary Update") may lead to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can freeze the app.
  • Vuforia SDK 8.1 fails to open the camera on the Microsoft Surface Pro 3. (The non-Pro Surface 3, and later Surface Pro models, are unaffected by this problem).

Unity

  • Disabling the video background from the Vuforia Configuration currently does not disable the video background rendering, instead the video background will appear smaller in size.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the Guide View mode for each behaviour separately.
  • After activating a Vuforia project, QualitySettings may be reset to the lowest level upon entering Play Mode in the Editor for the first time. QualitySettings may be manually restored to their prior configuration without risk of them being reset once Vuforia has been enabled.
  • On some devices, the augmentation is not well aligned with the camera image if mirroring is turned on.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS code when camera permissions are denied on Android and UWP.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • Multithreaded rendering on ODG R-7 glasses is not supported.

Vuforia Engine v8.1.10

 

Bugfixes / Features 

 

All

 

Android

 

iOS

 

UWP

  • Improved stability of target tracking on HoloLens devices.
  • Fixed an issue with slower detection when using trained Model Target datasets on UWP devices.

Unity

  • Improved stability of target tracking on HoloLens devices.
  • Fixed an issue where an offset was added to trackables if a scene was additively loaded on HoloLens.
  • Fixed issue in the Unity Extension where an extracted Model Target prefab contains incorrect scale on systems with a regional number format where the decimal point is not '.'.
  • Fixed an issue where augmentations had an offset on HoloLens if the ARCamera was not placed at the scene origin. For this to work, please make sure that the ARCamera in your scene is tagged with "MainCamera".

 

Known Issues

 

All

Model Targets

  • Contradicting documentation ModelTarget::setSize() returns true when the dataset is active, while it shall return false.
  • Calling startRecognition() on a ModelReco TargetFinder after failure of startInit() may lead to a crash.
  • Activating a Trained Model Targets Dataset via ObjectTracker::activateDataset will result in the first Model Target of the dataset being active in the Tracker. At this point there is no method to switch active targets, apart from using it via the TargetFinder.
  • Model Target tracking using complex, large-scale objects may provide incorrect poses during certain device motions, such as turning sharp corners.
  • The native Model Targets Guide View interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time, especially on low-end devices.

Environments

  • After PositionalDeviceTracker::reset() the Device Tracker may deliver incorrect poses for a short period of time. STATUS=NO_POSE and STATUS_INFO=RELOCALIZING will be delivered instead of STATUS=NO_POSE and STATUS_INFO=INITIALIZING.
  • Leaving the device completely steady for about 10 seconds on start when using Vuforia SensorFusion provider for Device Tracker may cause the application to crash. Please reset DeviceTracker if STATUS_INFO=INITIALIZING for longer than 5 seconds. Avoid GroundPlane hitTests in this phase.

Other

  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • De-activating a Dataset containing ObjectTargets when other datasets containing ObjectTargets are active can lead to a crash.

Android

  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • On the Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Multithreaded rendering on ODG R-7 glasses is not supported.
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • On ARCore devices, no pose will be delivered when in VR mode you switch from Rotational Device Tracking to Positional Device Tracking.
  • When ARCore is being used on the LG G7 ThinQ and LG V30+ devices the default camera resolution in MODE_DEFAULT is set to 640x480 as 1280x720 provides inconsistent results when using GroundPlane. To use 1280x720 you can disable ARCore and use Vuforia Sensor Fusion for Device Tracking.

iOS

  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Video background lag seen while tracking Model Targets on some iOS devices, for example on an iPhone 6S+.
  • When creating iOS apps for App Store or Ad Hoc testing using an Archive build, the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround.

UWP

  • Vuforia UWP apps may show a black screen or frozen camera image when another app is also using the camera.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Using Windows 10 version 1607 ("Anniversary Update") may lead to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can freeze the app.
  • Vuforia SDK 8.1 fails to open the camera on the Microsoft Surface Pro 3. (The non-Pro Surface 3, and later Surface Pro models, are unaffected by this problem).

Unity

  • Disabling the video background from the Vuforia Configuration currently does not disable the video background rendering, instead the video background will appear smaller in size.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the Guide View mode for each behaviour separately.
  • After activating a Vuforia project, QualitySettings may be reset to the lowest level upon entering Play Mode in the Editor for the first time. QualitySettings may be manually restored to their prior configuration without risk of them being reset once Vuforia has been enabled.
  • On some devices, the augmentation is not well aligned with the camera image if mirroring is turned on.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS code when camera permissions are denied on Android and UWP.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • Multithreaded rendering on ODG R-7 glasses is not supported.

Vuforia Engine v8.1.7

 

Bugfixes / Features 

 

All

Model Targets

  • The Model Targets feature contains some improvements to resolve issues seen while tracking cars from a distance.
  • Fixed an issue for Model Targets where 3D model with non square textures will not track properly.
  • Fixed a bug that caused a higher amount of jitter when using Model Targets or Object Targets with a Device Tracker.
  • Fixed a bug that caused unlimited memory consumption when using Model Targets for longer amounts of time.
  • Fixed a crash when a model in a Model Target Dataset could not be loaded.
  • Fixed several crashes when loading Model Targets Datasets containing unsupported model formats.

Environments

  • Improved Device Tracker robustness for Ground Plane when using Vuforia SensorFusion provider. Initialization is now possible in a wider range of environments, and tracking is maintained for longer, but with a slightly increased possibility of accumulating drift over time.
  • Improved Device Tracker robustness on low-end devices where inconsistency in sensor data arrival time caused the tracker to fail.
  • Improved Device Tracker robustness to fast motions around objects on devices using Vuforia SensorFusion provider.
  • New API allows native developers (C++ on Android and Objective-C on iOS) to access the session and frame pointers for ARCore and ARKit respectively. This API is currently experimental to validate and test combination of advanced ARCore and ARKit features not exposed via Vuforia Fusion API. 

Other

  • Fixed an issue where the bounding box of a created Object Target did not match the one of the capture target.
  • The Vuforia::PIXEL_FORMAT::YUV format was removed and replaced with more explicit YUV formats: 
    • Vuforia::PIXEL_FORMAT::NV21
    • Vuforia::PIXEL_FORMAT::NV12
    • Vuforia::PIXEL_FORMAT::YV12
    • Vuforia::PIXEL_FORMAT::YUV420P
    • Vuforia::PIXEL_FORMAT::YUYV

If you previously used YUV format, please see information on https://library.vuforia.com/content/vuforia-library/en/articles/Solution/How-To-Migrate-a-Unity-Project.html.

Removed API

  • Front camera support has been removed. You can now only access the back camera (CameraDevice::init() now does not take any parameters).
  • The reflection flag in the VideoBackgroundConfig has been removed. When mirrored rendering is required a flip transformation can be directly applied to the video background projection matrix and augmentation projection matrix.
  • CameraDevice::getCameraCalibration() has been removed. Please access the camera calibration from the state.
  • Tool:getProjectionGL() has been removed. Please use rendering primitives for generating projection matrices for rendering.
  • FUSION_OPTIMIZE_IMAGE_TARGETS_AND_VUMARKS and FUSION_OPTIMIZE_MODEL_TARGETS_AND_SMART_TERRAIN have been removed. Specific backend override settings can be still selected using existing enum value combinations.
  • The old container API has been removed. Please use the new container API (List) for accessing elements in arrays.

Android

  • Support for Android arm64 has been added to the Vuforia Unity Extension.
  • Support for the Epson Moverio BT-200 is deprecated and will be removed in a later version of Vuforia Engine.
  • Support for the ODG R-7 is deprecated and will be removed in a later version of Vuforia Engine.
  • An issue was fixed on ARCore devices, where an occasional jitter can be observed using a hit test result that is performed in the rendering loop. 
  • The Vuforia::State object that is passed in the SmartTerrain hitTest API must now be valid, in previous releases this was not verified. 
  • Fixed issue when using Vuforia Driver with an external camera which prevented Trained Model Target detection from working when using YUYV pixel format. 
  • Fixed deadlock when using the UVC Driver on a device with permission checking enabled. The app code must request USB permission before Vuforia is initialised. Developers have to import com.vuforia.samples.uvcDriver.USBController; then add the following line: USBController.requestUSBPermission(activity); before Vuforia.init() is called. Notice that USBController.requestUSBPermission() takes the activity as parameter. 
  • Vuforia Engine has been updated to use ARCore 1.6, developers should update their applications to at least ARCore 1.6. Vuforia Engine will continue to work with later versions of ARCore, starting from ARCore 1.7.

iOS

  • Vuforia Engine for iOS now includes Bitcode.
  • For iOS, the deprecated static library libVuforia.a has been removed. Use the dynamically linked Vuforia.framework instead.
  • The minimum recommended version of Xcode supported by Vuforia has been updated to 10.1.
  • Support for iOS 9, iOS 10 and 32-bit iOS devices has been removed. Developers should update their builds to target a minimum release of iOS 11 and remove references to 32-bit architectures (armv7, armv7s).

UWP

  • Improved stability of Extended Tracking on HoloLens.

Unity

  • Fixed an issue where switching between Guide Views for non-trained Model Targets did not work correctly.
  • Fixed an issue with video background rendering when the scriptable render pipeline was used in Unity.
  • The built-in template mode for Model Recognition has been removed. It can be re-implemented on application level by following these steps:
    • Keep the template node and make sure that no dataset has been assigned to it (editor shows ---EMPTY--- dataset).
    • Implement a custom Model Reco Event Handler based on the DefaultModelRecoEventHandler.
    • Instantiate the template in the method OnNewSearchResult if no existing ModelTargetBehaviour can be found.
  • Experimental Vulkan support for mono video background rendering was added on Android starting with Unity 2019.1. Stereo rendering with Vulkan is not yet available.
  • The database for Trained Model Targets used in the VuforiaHoloLens sample is now available to Unity developers that do not yet have a Vuforia license.
  • Implemented a fallback for Device Tracking poses to resume from the latest camera pose if world center mode "TARGET" is used, but target tracking is disabled or the world center mode changed to "DEVICE".

 

Known Issues

 

All

Model Targets
  • Activating a Trained Model Targets Dataset via ObjectTracker::activateDataset will result in the first Model Target of the dataset being active in the Tracker. At this point there is no method to switch active targets, apart from using it via the TargetFinder.
  • Model Target tracking using complex, large-scale objects may provide incorrect poses during certain device motions, such as turning sharp corners.
  • The native Model Targets Guide View interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time, especially on low-end devices.
Environments
  • After PositionalDeviceTracker::reset() the Device Tracker may deliver incorrect poses for a short period of time. STATUS=NO_POSE and STATUS_INFO=RELOCALIZING will be delivered instead of STATUS=NO_POSE and STATUS_INFO=INITIALIZING.
  • Leaving the device completely steady for about 10 seconds on start when using Vuforia SensorFusion provider for Device Tracker may cause the application to crash. Please reset DeviceTracker if STATUS_INFO=INITIALIZING for longer than 5 seconds. Avoid GroundPlane hitTests in this phase.
Other
  • The improvement to detect Image Targets at a greater distance introduced in SDK 7.5.20 does not apply for Cloud Targets.
  • De-activating a Dataset containing ObjectTargets when other datasets containing ObjectTargets are active can lead to a crash.

Android

  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • On the Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background.
  • Multithreaded rendering on ODG R-7 glasses is not supported.
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • On ARCore devices, no pose will be delivered when in VR mode you switch from Rotational Device Tracking to Positional Device Tracking.
  • When ARCore is being used on the LG G7 ThinQ and LG V30+ devices the default camera resolution in MODE_DEFAULT is set to 640x480 as 1280x720 provides inconsistent results when using GroundPlane. To use 1280x720 you can disable ARCore and use Vuforia Sensor Fusion for Device Tracking.

iOS

  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Video background lag seen while tracking Model Targets on some iOS devices, for example on an iPhone 6S+.
  • When creating iOS apps for App Store or Ad Hoc testing using an Archive build, the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround.

UWP

  • Vuforia UWP apps may show a black screen or frozen camera image when another app is also using the camera.
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • Using Windows 10 version 1607 ("Anniversary Update") may lead to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can freeze the app.

Unity

  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the Guide View mode for each behaviour separately.
  • The models extracted from a Vuforia Model Target dataset in Unity will have incorrect scale on machines using a number format where the decimal point differs from '.'
  • After activating a Vuforia project, QualitySettings may be reset to the lowest level upon entering Play Mode in the Editor for the first time. QualitySettings may be manually restored to their prior configuration without risk of them being reset once Vuforia has been enabled.
  • On some devices, the augmentation is not well aligned with the camera image if mirroring is turned on.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer.
  • Calling SceneManager.LoadScene successively and in quick manner may result in a black video background on iOS devices.
  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS code when camera permissions are denied on Android and UWP.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • Multithreaded rendering on ODG R-7 glasses is not supported.

Vuforia Engine v8.0.10

 

Bugfixes / Features 

 

All

Model Targets

  • Added a new feature to add multiple viewpoints to a model target dataset.
  • Added a new feature to train Model Target Databases containing multiple views and/or multiple objects with automatic recognition. Refer to the documentation Trained Model Target Datasets on how to use these databases.
  • The Model Target feature has been improved to snap more accurately and allow tracking of less complex objects.
  • The number of false positives on Model Targets detection has been reduced.
  • Various improvements to Model Targets tracking stability have been made.
  • Fixed an issue where the Model Target Guide View would be displayed wrongly in portrait mode on non-16:9 devices (e.g. iPhone X, Galaxy S8/S9). If you have existing native apps that use Model Targets in portrait mode, please update the Guide View rendering code from the latest samples to make sure users are guided to the optimal detection location on all devices.
  • The GuideView.getImage() API will only return a valid Guide View image for the active view, all other guide views will return an empty image.
  • Fixed a bug where GuideView::getIntrinsics() in the native API returned invalid data.
  • Various Model Targets API updates have been added: 
    • Changed the behavior of the status field in TrackableResult for Model Targets to more accurately reflect the tracking status by switching to EXTENDED_TRACKED earlier.
    • Added a parameter to the ObjectTracker::getTargetFinder() method to specify the type of TargetFinder to be created. 
    • Added a new method TargetFinder::startInit() which starts the initialization of the model recognition. 
    • Added ModelTarget::getActiveGuideViewIndex() and ModelTarget::setActiveGuideViewIndex() methods to allow changing Model Target's active Guide View. 
    • Created ModelRecoSearchResult and CloudRecoSearchResult sub-classes of TargetSearchResult class. 
    • CloudRecoSearchResult::getTargetSize() (previously TargetSearchResult::getTargetSize()) has been deprecated. 
    • Previously deprecated TargetFinder::updateSearchResults() has been removed.
  • Added a new VuforiaDL (Deep Learning) library that must be added to native SDK projects when using Trained Model Target Databases.
  • Improved the implementation of video background rendering for all platforms.

Environments

  • Vuforia Sensor Fusion has been updated to enable more stable augmented reality experiences and better scale estimation with VISLAM technology.
  • The Vuforia Sensor Fusion provider for Vuforia Fusion now supports Extended Tracking behavior for all types of trackables and Ground Plane experiences. Remember to enable the Positional Device Tracker to achieve Extended Tracking.
  • The reporting of the tracking state has been improved when using the TrackableResult::getStatus() and TrackableResult::getStatusInfo() APIs.
  • A new STATUS_INFO value RELOCALIZING has been added to indicate circumstances when underlying algorithms try to re-attach the AR experience to the world and restore Anchor locations after a tracking loss.

Other

  • The list of Viewer Profiles has been updated. Refer to the actual list in the corresponding Unity Dropdown.

Android

  • Fixed an issue where a black screen would appear when switching back and forth between a Vuforia Engine app that uses ARCore and any Android app that starts the camera.
  • Fixed an issue where a device tracking failure produced a DeviceTrackableResult with a stale device pose, STATUS=LIMITED and STATUS_INFO=UNKNOWN. This will now be reported as STATUS=NO_POSE with an identity pose and either STATUS_INFO=INITIALIZING or STATUS_INFO=RELOCALIZING.
  • Fixed an issue with jitter when targets move while the Positional Device Tracker is using ARCore.
  • When ARCore 1.5 or less is being used on Samsung S9 devices which feature a Snapdragon CPU the default camera resolution in MODE_DEFAULT is set to 640x480 (the same as the MODE_SPEED size). For MODE_OPTIMIZE_QUALITY the camera resolution is set to 2048x1536. 1280x720 has been shown to provide inconsistent results when using the GroundPlane feature of Vuforia. Developers are recommended to update to ARCore 1.6 where a fix was made to support a higher resolution on this device. Developers that wish to use 1280x720 can alternatively disable ARCore in their applications Android manifest file and Vuforia Fusion will the use Vuforia Sensor Fusion algorithms.
  • Fixed an issue when using 'null' to reset the Vuforia Driver using Vuforia.setDriverLibrary in the Java.

iOS

  • Fixed several crashes when loading Model Targets datasets containing unsupported model formats.
  • Fixed an issue where a black border was seen around the camera image during autofocus on some iOS devices.
  • External camera support has been added for iOS. The FileDriver example code has been updated to provide a sample of how to write a Vuforia Driver for use on iOS devices.

UWP

  • N/A

Unity

  • Changed the type from GuideView.Image from Vuforia.Image to Unity.Texture2D
  • Fixed an issue where Model Target databases didn't load in Unity when the file name contained special characters.
  • Fixed an issue where starting a Unity application on some ARKit enabled devices would crash intermittently on launch.
  • Fixed an issue where VuMarkBehaviour.RegisterVuMarkTargetAssigned() was not called in some cases.
  • Fixed an issue where StateManager.GetActiveTrackableBehaviours() returned each tracked VuMark twice.
  • Fixed support for the .NET 4.x scripting runtime version in Unity.
  • Fixed an issue where the Object Tracker failed to initialize in Unity 2018.3 on first launch on Android when camera permissions were requested.
  • Fixed an issue where the Image.CopyToTexture() function results in upside-down Texture2D. Please verify your implementation to remove any additional flipping that may have been used to work around this issue.
  • Fixed an issue where upgrading Vuforia through an update installer failed in some cases due to wrong permissions being set on the installed files.
  • Ground Plane: Fixed an issue with the default Ground Plane indicator game objects which were not set when creating a new mid-air positioner or plane finder.
  • Fixed an issue where the video background shader was not found in some cases when building a new app from scratch.
  • Removed deprecated values from TrackableBehaviour.Status enum.

 

Known Issues

 

All

  • ModelTarget::setSize() returns true if the dataset is active, it should return false.
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time.
  • Model Target tracking using complex, large-scale objects may provide incorrect poses during certain device motions, such as turning sharp corners.
  • Activating a Model Targets Trained Database via ObjectTracker::activateDataset will result in the first Model Target of the Dataset being active in the Tracker. At this point there is no method to switch active targets, apart from using it via the TargetFinder.
  • The native Model Targets GuideView interface still uses the old y-down camera coordinate system convention in the getPose/setPose methods.
  • After a reset() the PositionalDeviceTracker may deliver poses with incorrect values for a short period of time. STATUS=NO_POSE and STATUS_INFO=RELOCALIZING will be delivered instead of STATUS=NO_POSE and STATUS_INFO=INITIALIZING.
  • De-activating a Dataset containing ObjectTargets when other Datasets containing ObjectTargets are active can lead to a crash.
  • The CameraDevice::getCameraCalibration() API is deprecated.

Android

  • On ARCore devices, an occasional jitter can sometimes be observed for an augmentation using a hit test result that is performed in the rendering loop (also observed in the Vuforia GroundPlane sample).
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation.
  • On ARCore devices, no pose will be delivered when in VR mode you switch from Rotational Device Tracking to Positional Device Tracking.
  • When ARCore is being used on the LG G7 ThinQ and LG V30+ devices the default camera resolution in MODE_DEFAULT is set to 640x480 (the same as the MODE_SPEED size). 1280x720 has been shown to provide inconsistent results when using the GroundPlane feature of Vuforia. Developers that wish to use 1280x720 can alternatively disable ARCore as Vuforia Fusion provider.
  • Multithreaded rendering on ODG R-7 glasses is currently not supported.
  • Setting camera autofocus mode to continuous on the Vuzix M300 device may impact performance of video background.

iOS

  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • When producing iOS apps for App Store or Ad Hoc testing (using an Archive build), the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround.
  • Video background lag seen while tracking Model Targets on some iOS devices, for example on an iPhone6S+.

UWP

  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes.
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. The current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present.
  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing.

Unity

  • Model Target Guide View is currently not supported on iOS when using the OpenGLES2 Graphics API.
  • Model Recognition in template mode only supports 2D guide views and requires the "Stop Search While Tracking" checkbox on the DefaultModelRecoEventHandler to be disabled.
  • Changing the Guide View mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved.
  • Unity Cloud Build is currently not supported if Vuforia is upgraded through an update installer.
  • Initialization fails to return INIT_NO_CAMERA_ACCESS code when camera permissions are denied on Android and UWP.
  • On UWP, using the "Run in background" option in the Unity player settings may cause the video background to freeze on resume after the application was minimized (suspended). It is recommend to disable "Run in background" so that Vuforia can be properly paused if the app is not in the foreground.
  • Successively calling GetCameraImage from multiple scenes returns incorrect images.
  • Augmentation poses may be incorrect if the Camera is not placed at the origin for HoloLens applications.
  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation.
  • Multithreaded rendering on ODG R-7 glasses is currently not supported.

 Vuforia Engine v7.5.26

 

Bugfixes / Features 

 

All

  • Fixed an issue that caused augmentation jitter on model targets

Android

  • Fixed an issue where a black screen would appear when switching back and forth between a Vuforia Engine app using ARCore and any other app using the camera

iOS

  • Fixed an issue that caused augmentations to appear to "lag" behind device motion when using Model Targets

UWP

  • N/A

Unity

  • Fixed an issue where starting a Unity application on some ARKit enabled devices would crash intermittently on launch
  • Fixed an issue where EULA acceptance would not persist in some edge cases

 

Known Issues

 

All

  • Model Target tracking using complex, large-scale objects may provide incorrect pose during certain device motions (such turning sharp corners)
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds

Android

  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background
  • Due to inconsistent results when utilizing ARCore on Samsung S9 Snapdragon devices for Vuforia Engine Ground Plane, camera resolution for this device has been tuned to a lower resolution for optimal performance. For higher resolution, use MODE_OPTIMIZE_QUALITY
  • Using 'null' to reset the Vuforia Engine Driver using Vuforia.setDriverLibrary in the Java API does not work. Use an empty string instead
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation
  • There is an issue when switching from VR mode and Rotational Device Tracking to Positional Device Tracking in ARCore
  • Targets may jitter when Targets move while Positional Device Tracker is running on ARCore Devices

iOS

  • When producing iOS apps for App Store or Ad Hoc testing (using an Archive build), the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround
  • Model Target Guide View does not appear on iOS when using OpenGLES2 Graphics API

UWP

  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. Current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present

Unity

  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Changing the guide view mode of multiple Model Target behaviours simultaneously by having them all selected in the Unity Editor is currently not supported. Please change the guide view mode for each behaviour separately.
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • Detection of Model Targets in Play mode requires the Game View to be in landscape orientation
  • Initialization fails to return INIT_NO_CAMERA_ACCESS code when camera permissions are denied on Android and UWP
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Launching Cardboard apps on iPhone 5 may cause a black screen
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support

 Vuforia Engine v7.5.20

Bugfixes / Features 

 

All

  • Improved the detection of smaller targets or targets at a greater distance on devices with HD or higher resolutions for Image Targets, VuMarks, Cylinder Targets, Multi-targets, and Object Targets. Improved detection is available in QUALITY and DEFAULT performance modes
  • Developers can now access External Cameras through the Driver Framework supporting UWP and Android
  • Improved the tracking performance of Model Targets on objects low on features such as models with no textures
  • A new List type has been introduced to simplify access to collections of objects through the API. New List-based access methods replace deprecated index-based access methods.
    int getNumTYPE();
    TYPE* getTYPE(int idx);
    

    will be replaced by a single method returning a container data structure: 
    List<TYPE> getTYPE() 
    
    The new List type provides functionality typically found in modern container APIs, such as
    at(int index), size(), etc. 
    The code for iterating over a collection can now also be simplified using the range-based for loop (see our sample apps). Iteration over results in state - before:
    // Did we find any trackables this frame?  
    for (int tIdx = 0; tIdx < state.getNumTrackableResults(); tIdx++)  
    {
        const Vuforia::TrackableResult* trackableResult = state.getTrackableResult(tIdx);     
        // Get the trackable:     
        const Vuforia::Trackable& trackable = trackableResult->getTrackable();  
        ....  
     }
    
    Iteration over results in state - after:
    // Did we find any trackables this frame?
    for (const auto* trackableResult : state.getTrackableResults()) 
    {
        // Get the trackable:
        const Vuforia::Trackable& trackable = trackableResult->getTrackable();  
        ...
    }
    
  • Model Target databases generated with Model Target Generator 7.5 will not work with versions of Vuforia Engine older than 7.5
  • Fixed an issue that caused occasional crashes when performing a Ground Plane hit test
  • Fixed an issue where tracking would degrade when redetecting an object after tracking loss
  • Improved DeviceTracker performance when using FUSION_PROVIDER_VUFORIA_SENSOR_FUSION
  • Fixed an issue where ARCore/ARKit sessions were not properly closing when all trackers and the camera was deinitialized
  • Fixed an issue which would cause Vuforia::onUpdate() to freeze when a new VuMark appears in view
  • The mEnabled parameter in the VideoBackgroundConfiguration class has been removed
  • The Renderer.begin() function has been removed
  • The TargetFinder::updateSearchResults() function has been deprecated. Please use: virtual TargetFinderQueryResult updateQueryResults(int filter = FILTER_CURRENTLY_TRACKED) = 0;
  • The TrackableResult::getCoordinateSystem() function has been removed
  • The State::getTrackables() function has been removed. You can access trackables from TrackableResult

Android

  • Vuforia Engine 7.5 now supports and requires ARCore 1.4 when using ARCore on supported devices. ARCore 1.4 includes autofocus support. Gradle file dependencies need to be updated: dependencies { implementation 'com.google.ar:core:1.4.0' }
  • Added support for Android devices running older versions of SSE
  • Improved ARCore performance on Samsung S8/S9 devices equipped with a Snapdragon processor
  • Fixed an issue where poses of targets appear at the wrong location after the ARCore device tracker relocalizes

iOS

  • NA

UWP

  • Fixed an issue on HoloLens where overlapping calls to dataset creation/destruction methods in the ObjectTracker could lead to a crash
  • Improved Model Target augmentation performance on HoloLens devices

Unity

  • Fixed an issue where Vuforia Engine fails to initialize in Play Mode on the second time if the first scene was not Vuforia Engine enabled
  • Re-introduced a mechanism in Unity that automatically sets the focus point on HoloLens. This feature can be toggled using DigitalEyewearController.Instance.EnableAutomaticFocusPointSelection()
  • Removed an obsolete API to control World Anchor usage of Vuforia Engine on HoloLens. Vuforia Engine internal Anchor usage can no longer be toggled by the application developer
  • Added support for Linear color space :)
  • On UWP, Vuforia Engine no longer requires permissions to Microphone

 

Known Issues

 

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • When the PositionalDeviceTracker and SmartTerrain trackers are both started in the same session, calling deinit() on each tracker does not properly close the session
  • Scale estimation on non-ARkit and non-ARCore devices can be derived from the height initialization value. Discrepancies in scale due to device and user behavior is expected

Android

  • Due to inconsistent results when utilizing ARCore on Samsung S9 devices for Vuforia Engine Ground Plane, camera resolution for this device has been tuned to a lower resolution for optimal performance. For higher resolution, use MODE_OPTIMIZE_QUALITY
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background
  • Using 'null' to reset the Vuforia Engine Driver using Vuforia.setDriverLibrary in the Java API does not work. Use an empty string instead
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation
  • There is an issue when switching from VR mode and Rotational Device Tracking to Positional Device Tracking in ARCore
  • Targets may jitter when Targets move while Positional Device Tracker is running on ARCore Devices 
  • ARCore versions 1.0-1.2 do not support continuous auto-focus which may cause issues when detecting small targets or VuMarks
  • Vuforia Engine may not release the Android Activity passed via Vuforia::setInitParameters when Deinitialized occurs. Reinitializing releases the previous Activity

iOS

  • Intermittent crash while resetting ARKit on apps built with Xcode 10
  • When producing iOS apps for App Store or Ad Hoc testing (using an Archive build), the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround

UWP

  • On HoloLens, rapidly attempting to deactivate or activate a VuMark database within the Vuforia_onUpdate callback can lead to freezing
  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes
  • There is an issue with Windows 10 version 1607 ("Anniversary Update") leading to increased memory usage when CameraDevice::deinit() is called. Current workaround is to use Windows 10 version 1803 ("Spring Creators Update") where the issue is not present

Unity

  • On the Vuzix M300, GameObjects need to parented to a Target or Anchor in order to render in the correct orientation
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • Detection of Model Targets in Play mode requires the Game View to be in landscape orientation
  • Initialization fails to return INIT_NO_CAMERA_ACCESS code when camera permissions are denied on Android and UWP
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Launching Cardboard apps on iPhone 5 may cause a black screen
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support

 Vuforia Engine v7.2.24

 

Bugfixes / Features 

 

All

  • N/A 

Android

  • N/A

iOS

  • N/A

UWP

  • N/A

Unity

  • Unity Update Installer was re-signed with updated Windows certificates

 

Known Issues

 See: Vuforia Engine v7.2.20  

All

  • N/A

Android

  • N/A

iOS

  • N/A

UWP

  • N/A

Unity

  • N/A

 Vuforia Engine v7.2.23

 

Bugfixes / Features 

 

All

  • Fixed an issue in Model Targets where tracking quality would degrade or tracking would stop  

Android

  • Added Vuforia Fusion support for ARCore on Samsung S8 and S9 devices

iOS

  • Fixed an issue that was preventing Apple App Store submission when using the Vuforia Engine iOS Framework

UWP

  • N/A

Unity

  • N/A

 

Known Issues

 See: Vuforia Engine v7.2.20  

All

  • N/A

Android

  • N/A

iOS

  • N/A

UWP

  • N/A

Unity

  • N/A

 Vuforia Engine v7.2.20

Bugfixes / Features 

 

All

  • The Coordinate System of the Camera has changed to an OpenGL convention (x right, y up, - z forward). All the trackable poses (ImageTarget, CylinderTarget, MultiTarget, VuMark, ObjectTarget, ModelTarget, Anchor, DeviceTrackable) are now all reported in World Coordinate System. Unity developers are not impacted by this change. Please see the migration guide for more information
  • Introducing multiple plane support for Ground Plane. Vuforia Engine now supports a maximum of 15 different horizontal surfaces in the environment
  • Vuforia Fusion now estimates accurate metric scale for augmentations on non-ARKit or non-ARCore devices
  • Ground Plane feature has several stability improvements included in this Vuforia Engine release.
  • Added a new API (setAllowedFusionProviders) to override default Fusion Provider priority
  • Added a new API (getActiveFusionProvider) which returns the Fusion Provider Vuforia Engine is currently using
  • Resetting the Positional Device Tracker is now available on all Vuforia Fusion supported platforms
  • The functions RenderingPrimitives.getProjectionMatrix()getViewportToCenterEyeAxis()getVideoBackgroundProjectionMatrix() have had the COORDINATE_SYSTEM_TYPE parameter removed
  • Vuforia Engine now has an updated mechanism to provide the latest calibration data to the device on the first run of an application. This can lead to increased times when initializing Vuforia. Developers can opt-out from this behavior to guarantee fastest app start-times if calibration data is not critical to the use-case
  • Fixed an issue that would cause a crash when loading ModelTargets which contain grey-scale textures
  • The Vuforia::Tool::getProjectionGL API has been deprecated and will be removed in a future version
  • Scale in the Vuforia Engine is no longer arbitrary - to better support Platform Enablers (ARKit and ARCore), Vuforia Engine now uses meters for units and all Targets should be updated to meters or set the scale appropriately via API
  • Front camera support has been deprecated and will be removed in a future version of Vuforia Engine

Android

iOS

  • The Vuforia Engine now provides as a dynamically linked framework for iOS.  Applications must link against the framework and also embed it so that the dynamic library is available at run-time. See the migration guide for more information. The static library and header files are provided in this release for backwards compatibility, but are deprecated and may be removed in a future release.
  • Fixed an issue where memory was not being freed when closing Vuforia Engine on ARKit devices

UWP

  • Added GroundPlane feature to supported UWP Devices
  • Improved Model Target performance on UWP devices

Unity

  • Fixed an issue which could cause prefab errors and broken preview models after Model Target import
  • Fixed an issue where Augmentations are offset on HoloLens when the camera is not placed at world origin
  • The Extended Tracking API has been deprecated. Use the Device Tracker to continue tracking when targets go out of camera view
  • Device Tracking can now be used for all world center modes and is no longer a separate mode. The CAMERA and DEVICE_TRACKING modes have been replaced by a new DEVICE mode that is now the default mode for new scenes
  • Fixed an issue where Xcode projects exported from Windows could not be opened and built on Mac

 

Known Issues

 

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • When the PositionalDeviceTracker and SmartTerrain trackers are both started in the same session, calling deinit() on teach tracker does not properly close the session
  • Scale estimation on non-ARkit and non-ARCore devices can be derived from the height initialization value. Discrepancies in scale due to device and user behavior is expected

Android

  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background
  • ARCore versions 1.0-1.2 do not support continuous auto-focus which may cause issues when detecting small targets or VuMarks
  • On some non-ARCore Android devices, Ground Plane augmentations may have a slight tilt with respect to the expected vertical orientation
  • Vuforia Engine may not release the Android Activity passed via Vuforia::setInitParameters when Deinitialized occurs. Reinitializing releases the previous Activity
  • Targets may jitter when Targets move while Positional Device Tracker is running on ARCore Devices

iOS

  • When producing iOS apps for App Store or Ad Hoc testing (using an Archive build), the app may crash on startup or exit. Set "Additional Strip Flags" to "-u" in Xcode's Build Settings as a workaround

UWP

  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes

Unity

  • Vuforia Engine currenly only supports Gamma color space
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Launching Cardboard apps on iPhone 5 may cause a black screen
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support

 Vuforia Engine v7.1.35

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

  • Fixed an issue where memory was not being freed when closing Vuforia Engine on ARKit devices
  • Fixed an issue on ARKit 1.5, iOS 11.3 and above where anchors could be flipped following a re-localization by ARKit

UWP

N/A

Unity

N/A

 

Known Issues

 See: Vuforia Engine v7.1.34 and below

All

N/A

Android

N/A

iOS

  • When producing iOS apps for App Store or Ad Hoc testing (using an Archive build), the app may crash on startup or exit. This may be worked around by setting "Additional Strip Flags" to "-u" in Xcode's Build Settings.

UWP

N/A

Unity

N/A

 Vuforia Engine v7.1.34

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

  • Added support for iOS 11.3 and Auto-focus support from ARKit 1.5 is now available
  • 1080p at 60Hz is now the default resolution
  • armv7s architecture is no longer supported. Older Xcode projects referencing arm7s need to be updated to reference arm7 instead

UWP

N/A

Unity

  • Unity Play Mode on Mac requires x64 Architecture
  • Fixed an issue where some Vuforia Engine apps built on Unity fail App Store submission
  • Vuforia Engine initialization now runs on a thread independent of Unity's main thread

 

Known Issues

   

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • When switching to front camera, Model Targets extended tracking is disabled and will not re-enable when returning to back camera
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance
  • Model Targets generated from models with grey-scale textures can generate errors when loading datasets
  • Scale estimation on non-ARkit devices is derived from the height initialization value. Discrepancies in scale due to device and user behavior is expected

Android

  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background

iOS

  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode
  • When switching from back to front camera at runtime, the camera image displays upside down
  • On ARKit devices, stopping and starting the camera without also stopping and starting the PositionalDeviceTracker results in anchor placement failures

UWP

  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes

Unity

  • Vuforia Engine currenly only supports Gamma color space
  • Model Targets in Unity Play Mode requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the front camera, augmentations may not properly align
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support
  • Video Background must be enabled even on see-through devices such as the ODG R-7. Video Background is not actually rendered
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • The preview model for Model Targets is not properly removed in Play mode

 

 Vuforia Engine v7.1.31

Bugfixes / Features 

 

All

  • Introduced new APIs to access Device 6-DoF pose. See Vuforia::State::getDeviceTrackableResult()
  • Introduced new APIs to access current tracking state. See Vuforia::TrackableResult::getStatusInfo()
  • Text Recognition APIs, Game Objects, and Samples have been removed
  • Integration with Google VR SDK for Cardboard has been removed in favor of the Vuforia Viewer
  • Deprecated Renderer::setARProjection and Tool:getProjectionGL APIs

Android

  • Google Tango support has been removed

iOS

N/A

UWP

  • Added support for IL2CPP Compilation in Unity
  • Vuforia Engine now leverages the new Camera API available in the Anniversary Update (1607)

Unity (2018.1)

  • Improved the authoring workflow of Ground Plane Anchors:
    • Added option to clone objects
    • AnchorBehaviours are now TrackableBehaviours and expose tracking events
  • Added automatic Database loading/activation based on Targets in a scene. For more information, please refer to the documentation
  • Improved Vuforia Engine automatic loading. Scenes require at least one Vuforia Engine component for Vuforia Engine to be loaded
  • Fixed an issue where duplicated Game Object targets would all share the same material/mesh
  • Improved alignment of Augmentations on ARKit devices
  • Added support for IL2CPP when targeting UWP
  • Fixed an issue where Model Target previews did not render properly on models with double-sided faces
  • Fixed an issue where the height of the preview image labels of ObjectTargets and ModelTargets are set incorrectly
  • Fixed an issue where dataset names  containing a '.' character are not loaded correctly

 

Known Issues

   

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • When switching to front camera, Model Targets extended tracking is disabled and will not re-enable when returning to back camera
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance

Android

  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background

iOS

  • XCode 9.3 Beta is currently not supported and may result in camera previews rendering a black screen
  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode
  • On ARKit devices, the following error is incorrectly displayed:
    "ObjectTracker: This device doesn't support model targets extended tracking, extended tracking will be turned off."
  • On ARKit devices, hit-test and anchor creation may require the device to be moved to initialize tracking

UWP

  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes

Unity

  • Vuforia Engine currenly only supports Gamma color space
  • Model Targets in Unity Play Mode requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the front camera, augmentations may not properly align
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support
  • Video Background must be enabled even on see-through devices such as the ODG R-7. Video Background is not actually rendered
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • The preview model for Model Targets is not properly removed in Play mode

 

Vuforia Engine v7.0.55

Bugfixes / Features 

 

All

N/A

Android

N/A

iOS

  • Fixed an issue where some Vuforia Engine apps built on Unity fail App Store submission

UWP

N/A

Unity

  • Vuforia Engine initialization now runs on a thread independent of Unity's main thread

 

Known Issues

   

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance
  • Model Targets generated from models with grey-scale textures can generate errors when loading datasets

Android

  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background
  • Multithreaded rendering on ODG R-7 glasses is currently not supported

iOS

  • XCode 9.3 Beta is currently not supported and may result in camera previews rendering a black screen
  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode
  • On ARKit devices, the following error is incorrectly displayed:
    "ObjectTracker: This device doesn't support model targets extended tracking, extended tracking will be turned off."
  • On ARKit devices, stopping and starting the camera without also stopping and starting the PositionalDeviceTracker results in anchor placement failures 
  • When switching from back to front camera at runtime, the camera image displays upside down

UWP

  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes

Unity

  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • When using the front camera, augmentations may not properly align
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • Model Targets in Unity Play Mode requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Vuforia Engine currenly only supports Gamma color space
  • Incorrect build errors may appear when building an application for the first time on a specific platform. The current workaround is to build a second time and errors will be resolved
  • Video Background must be enabled even on see-through devices such as the ODG R-7. Video Background is not actually rendered

 

Vuforia Engine v7.0.50

Bugfixes / Features 

 

All

  • Improved Ground Plane to better relocalize after loss of tracking on non-ARKit devices
  • Fixed an issue where the Ground Plane anchor orientation was incorrect on non-ARKit devices
  • HitTestResult can only be used once to create an anchor via PositionalDeviceTracker::createAnchor
  • Fixed an issue on some wide-screen devices to improve pixel-perfect augmentation on primitives

Android

  • Fixed an issue where Java exceptions raised during Vuforia.Init() was not be handled properly

iOS

N/A

UWP

N/A

Unity (Upcoming Patch)

  • Fixed an issue which could cause apps to crash when repeatedly resetting tracking on Model Targets
  • Improved HoloLens rendering and stability on certain versions of Unity

 

Known Issues

   

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • When switching to front camera, Model Targets extended tracking is disabled and will not re-enable when returning to back camera
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance

Android

  • On Vuzix M300, setting camera autofocus mode to continuous may impact performance of video background
  • Multithreaded rendering on ODG R-7 glasses is currently not supported

iOS

  • XCode 9.3 Beta is currently not supported and may result in camera previews rendering a black screen
  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode
  • On ARKit devices, the following error is incorrectly displayed:
    "ObjectTracker: This device doesn't support model targets extended tracking, extended tracking will be turned off."
  • On ARKit devices, hit-test and anchor creation may require the device to be moved to initialize tracking

UWP

 N/A

Unity

  • Model Targets in Unity Play Mode requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the front camera, augmentations may not properly align
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • The preview model for Model Targets is not properly removed in Play mode
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support
  • Model Target previews do not render properly on models with double-sided faces

 

Vuforia Engine v7.0.47

Bugfixes / Features 

 

All

  • Improved performance of Model Targets on models that re-use mesh instances
  • Fixed an issue that prevented Model Targets and Ground Plane from working simultaneously on certain platforms
  • Added TGA texture support for Model Targets

Android

  • Optimized detection performance on Vuzix M300 devices
  • Fixed an issue that caused PositionalDeviceTracker to initialize on unsupported devices

iOS

  • Fixed an issue that prevented Model Targets from functioning properly on older iOS devices 

UWP

N/A

Unity (2017.3.1p1)

  • Fixed an issue where Cloud Reco would not work in Unity Editor Play Mode
  • Added instructions on how to obtain, print and assemble the default 3D model for the Model Targets

 

Known Issues

   

All

  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds
  • When switching to front camera, Model Targets extended tracking is disabled and will not re-enable when returning to back camera
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations
  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance
  • Ground Plane content may be scaled differently depending on device

Android

  • Multithreaded rendering on ODG R-7 glasses is currently not supported
  • Some error conditions may prevent the hit-tests and anchor placement
  • Java exceptions raised during Vuforia.Init() may not be handled properly
  • ODG R-7 devices running Android 6 may have issues with scaling augmentations properly

iOS

  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode
  • On ARKit devices, the following error is incorrectly displayed:
    "ObjectTracker: This device doesn't support model targets extended tracking, extended tracking will be turned off."
  • Some error conditions may prevent the hit-tests and anchor placement
  • On ARKit devices, hit-test and anchor creation may require the device to be moved to initialize tracking

UWP

 N/A

Unity

  • Model Targets in Unity Play Mode requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the front camera, augmentations may not properly align
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • The preview mode for Model Targets is not properly removed in Play mode
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support
  • On HoloLens, some augmentations might flicker or show artifacts when device is moved quickly
  • Multithreaded rendering on ODG R-7 glasses is currently not supported

 

Vuforia Engine v7.0.43

Bugfixes / Features 

 

All

  • Vuforia Engine continues to expand the number of devices that support Ground Plane by adding support for select Android devices and iOS devices that do not support ARKit. Please refer to the list of supported devices for more information
  • Fixed an issue where PositonalDeviceTracker would not work in all device orientations
  • Fixed an issue where isActive would return an incorrect result
  • Fixed an issue where  Model Target datasets would not be destroyed properly when Vuforia Engine is paused

Android

  • Fixed an issue where detection distance was reduced on x86 devices

iOS
 

  • Added light estimation features for ARKit supported devices
  • Fixed an issue where, on ARKit devices, stopping and starting the camera without also stopping and starting the PositionalDeviceTracker prevents the PositionalDeviceTracker from providing position updates
  • Improved stability and performance on ARKit devices

UWP

  • Fixed an issue where detection distance was reduced

Unity (2017.3.0p2)

  • Fixed an issue where PositonalDeviceTracker would not work in all device orientations
  • Fixed an issue where, on ARKit devices, stopping and starting the camera without also stopping and starting the PositionalDeviceTracker prevents the PositionalDeviceTracker from providing position updates
  • Fixed an issue that prevented the Model Targets guide view to be set at runtime

 

Known Issues

   

All

  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance
  • Model Targets work best when the real-world objects are textured. Texture does not need to be part of original 3D model
  • Model Targets and Ground Plane cannot be used together on Android devices or on iOS devices that do not support ARKit
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds.
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations.
  • When switching to front camera, Model Targets extended tracking is disabled and will not re-enable when returning to back camera
  • Model Targets performance may be negatively impacted if a 3D model uses redundant geometry in multiple areas of the model
  • PositionalDeviceTracker will initialize on devices where 6DoF tracking is not enabled

Android

  • ODG R7 Glasses do not support Multithreaded rendering
  • Some error conditions may prevent the hit-tests and anchor placement

iOS

  • Model Targets is not supported on devices that do not support Metal
  • On ARKit devices, hit-test and anchor creation may require the device to be moved to initialize tracking
  • On ARkit devices, the following error is incorrectly displayed:
    "ObjectTracker: This device doesn't support model targets extended tracking, extended tracking will be turned off."
  • Some error conditions may prevent the hit-tests and anchor placement
  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode

UWP

 N/A

Unity

  • On iOS 11, the camera image may be rendered upside-down when autorotation is enabled
  • Multithreaded rendering on ODG R7 glasses is currently not supported
  • When using the front camera, augmentations may not properly align
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • Model Targets in Unity Play Mode requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recommendation is to use the Vuforia Engine VR support
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Launching Cardboard apps on iPhone 5 may cause a black screen
  • On HoloLens, some augmentations might flicker or show artifacts when device is moved quickly.

 

Vuforia Engine v7.0.36

Bugfixes / Features 

 

All

  • Introducing Vuforia Engine Ground Plane feature that supports anchor positioning on surfaces and in mid-air for iOS
  • Introducing Model Targets feature for detection and tracking of objects defined by their 3D model

Android

  • Introducing Vuzix M300 Monocular eyewear device support
  • Vuforia Engine now supports Android devices on the x86 CPU architecture
  • Added a new reset() api to the PositionalDeviceTracker that destroys all anchors
  • User Calibration profiles for eyewear devices are now stored within the Vuforia Calibration App. Any calibration profiles created with an earlier version of Vuforia Engine will not be accessible to either the Vuforia Calibration App or Vuforia Engine Apps created using Vuforia Engine 7. When the Vuforia CalibrationApp is uninstalled, all user calibration profiles are deleted.
  • Refactored Android JNI reference handling to improve stability

iOS
 

  • Improved Target redetection on devices that support ARKit
  • Added a new reset() api to the PositionalDeviceTracker that destroys all anchors

UWP

  • Fixed an issue where camere could fail to restart after several pause-resume cycles

Unity (2017.3.0)

  • Fixed an issue where adding a new target to a scene would disable custom databases

 

Known Issues

   

All

  • The PositionalDeviceTracker only supports Landscape Left orientation
  • Model Targets and Ground Plane cannot be used together on Android devices or on iOS devices that do not support ARKit
  • Model Targets detection and tracking is computationally expensive which may impact device performance over time
  • Model Targets performance may be negatively impacted if a 3D model uses redundant geometry in multiple areas of the model
  • Model Targets detection may produce false positives on similarly shaped objects or cluttered backgrounds.
  • Model Targets extended tracking may drift in the direction of motion, causing errors in the registration of augmentations.
  • Starting Extended Tracking on any other target type along with Model Targets may result in degraded tracking performance
  • Model Targets work best when the real-world objects are textured. Texture does not need to be part of original 3D model
  • When switching to front camera, Model Targets extended tracking is disabled and will not re-enable when returning to back camera
  • Destroying Model Target datasets while Vuforia Engine is paused will impact performance

Android

  • The observed maximum detection distance of VuMarks has been reduced on x86 devices
  • Multithreaded rendering on ODG R7 glasses is currently not supported

iOS

  • Model Targets is not supported on devices that do not support Metal
  • On ARKit devices, using MODE_VR positional tracking only works in landscape-left mode
  • On ARkit devices, the following error is incorrectly displayed:
    "ObjectTracker: This device doesn't support model targets extended tracking, extended tracking will be turned off."
  • On ARKit devices, stopping and starting the camera without also stopping and starting the PositionalDeviceTracker prevents the PositionalDeviceTracker from providing position updates
  • Some error conditions may prevent the hit-tests and anchor placement
  • On ARKit devices, hit-test and anchor creation may require the device to be moved to initialize tracking

UWP

  • The observed maximum detection distance of VuMarks has been reduced

Unity

  • The PositionalDeviceTracker only supports Landscape Left orientation
  • Model Targets in Unity Play Mode has requires a GPU with DirectX11 feature level 10 support (Windows) or a GPU with Metal support (Mac)
  • When using the front camera, augmentations may not properly align
  • On iOS 11, the camera image may be rendered upside-down when autorotation is enabled
  • On ARKit devices, stopping and starting the camera without also stopping and starting the PositionalDeviceTracker prevents the PositionalDeviceTracker from providing position updates
  • Successively calling GetCameraImage from multiple scenes returns incorrect images
  • Multithreaded rendering on ODG R7 glasses is currently not supported
  • The snapping pose for Model Targets cannot be changed with an identity rotation component
  • Trackable Augmentations are offset on HoloLens when the camera is not placed at world origin
  • Launching Cardboard apps on iPhone 5 may cause a black screen
  • When using the Unity integrated Cardboard SDK on iOS, distortion views shift when a target is detected. Current recomendation is to use the Vuforia Engine VR support
  • On HoloLens, some augmentations might flicker or show artifacts when device is moved quickly.

 

Vuforia Engine v6.5.25 (patch 2)

Bugfixes / Features 

 

All

  • Fixed an issue where old trackable information was retained in State even after stopping a tracker  

Unity (2017.2.0p3)

     N/A

Android

     N/A

iOS
 

     N/A

UWP
 

  • Fixed a crash in Vuforia::onResume on HoloLens
  • Added error message when using IL2CPP with UWP. Note that Vuforia Engine only supports .NET scripting back-end

 

Known Issues

   

All SDKs

     None 

Android

  • Tango support has been deprecated and will be removed in Vuforia Engine 7
  • Enabling Multi-threaded rendering on ODG R-7 can result in a crash or incorrect stereo rendering. Disable multi-threaded rendering for any projects targeting ODG R-7
  • Scene camera position for HoloLens apps must be at the scene origin (Transform Position = 0,0,0) or augmentations will be incorrectly positioned  

 

Vuforia Engine v6.5.23 (patch)

Bugfixes / Features 

 
All

        N/A

Unity (2017.2.0p2)

  • Added support for ODG R7 on Android M
Android
  • Added support for ODG R7 on Android M
  • Fixed an issue causing a black screen when the device is resumed from a long pause
  • Fixed an issue causing performance degredation on Galaxy S5 Mini
iOS
 
  • Fixed small memory leaks
  • Fixed issue on iPhone 8/8Plus preventing AR/VR sample from launching on first run
UWP
 

      N/A


 

Known Issues

     See: Vuforia Engine v6.5.19

All SDKs

     N/A


 
Unity

     N/A

Android

     N/A

iOS

     N/A

UWP

     N/A

Vuforia Engine v6.5.19, v6.5.22

Bugfixes / Features   
All
  • Text Recognition has been deprecated and will be removed in a future major SDK release
  • Smart Terrain API has been deprecated and will undergo significant changes in Vuforia Engine 7
  • VuMark: Fixed an issue where VuMarks did not respect the persistent extended tracking mode (extended tracking map was reset internally even though persistent mode was enabled)
  • Fixed small memory leaks around Vuforia::init, Vuforia::onResume and DataSet::load

Unity (2017.2.0)

  • Vuforia Engine is now natively integrated with Unity 2017.2
  • Vuforia Engine can be now installed from the Unity Download Assistant or from the dedicated Vuforia Augmented Reality Target support installer.
  • Vuforia Engine libraries and scripts no longer need to be imported into the Unity project. Instead, enable Vuforia in the XR panel in the Unity player settings after installing it with the Unity Editor (“Vuforia Augmented Reality supported”).
  • Vuforia Engine prefabs have been replaced with Game Objects that can be created from the  /Game Object/Vuforia menu.
  • Please consult the migration guide for steps to upgrade legacy Vuforia Engine projects to the integrated version.
  • Optimized stereo rendering for digital eyewear and viewer type devices by leveraging Unity’s stereo rendering optimizations
  • Integration with 3rd party SDKs such as Cardboard or HoloLens has been simplified, not longer requiring binding of their camera rigs. 
  • New Positional Device Tracker API. This feature can be activated and configured in the editor via the device tracker section of the Vuforia Engine configuration. The mixed reality controller has also been extended to  support positional device tracker: added two new generic mode supporting both Rotational and Positional tracking: HANDHELD_AR_DEVICETRACKER and VIEWER_AR_DEVICETRACKER. This feature is currently only supported on Google Tango devices (Android).
  • Vuforia Engine will leverage Tango capabilities to improve extended tracking on Tango enabled devices
  • Recommended rendering API: Metal (iOS), OpenGL ES 3.0 (Android), DX11 (UWP).
  • Vulkan Graphics API is not supported (Android).
  • The minimum supported Android version is 4.1
  • The minimum supported iOS version is 9.
  • The minimum supported Windows version is 10 (UWP only).
  • GearVR support has been deprecated and will be removed in a future major Vuforia Engine release.
  • Epson BT-200 is not supported any longer in Unity 2017.2 (please use our native SDK or a previous version of Unity + Vuforia Engine Unity Extension).
  • The ROTATIONAL_HANDHELD_AR and ROTATIONAL_VIEWER_AR modes in the MixedRealityController have been deprecated. They will be removed in a future Vuforia Engine release.
  • Editor: fixed incorrect import of image preview for Object Recognition.
  • iOS: fixed upside down camera issue with the front camera.
  • Front camera image may freeze on Pixel C when toggling from front to back cams and then return to front cam
Android
  • Device Tracker: New PositionalDevice Tracker API exposes 6-DOF device pose in world coordinate system. Currently supported only on Google Tango devices. 
  • Support for Google Tango. Vuforia Engine will leverage Tango capabilities to improve extended tracking and device tracking on Tango enabled devices.
  • This release includes a 64 bit ARM build of Vuforia Engine.
  • Vuforia Engine now uses Android Camera2 API for camera access by default on Android M and above. If you use the low-level advanced camera API you will need to update your code as the field names have changed. 
  • Vuforia::init will now request the camera permissions via a system dialog on applications targeting Android M and above.
  • Changes in Vuforia::init, Vuforia::onResume and CameraDevice::init to support the camera permissions dialog and Google Tango mean that these API can no longer be run from the UI thread, but must be called asynchronously.
  • Fixed small memory leaks around Vuforia::init, Vuforia::onResume and DataSet::load
  • The advanced camera API CameraDevice.getFieldString did not work in Java due to an issue in the Java bindings for that API.
  • GearVR support has been deprecated and will be removed in a future major SDK release
  • Removed the deprecated API Renderer::drawVideobackground
  • Black screen my occur on-resume when app is left in pause for long periods, observed on Galaxy S8 and Pixel.
iOS
 
  • Fixed small memory leaks around Vuforia::init, Vuforia::onResume and DataSet::load
  • Removed the deprecated API Renderer::drawVideobackground
UWP
 
  • Removed the deprecated API Renderer::drawVideobackground
  • Error message not shown when native camera apps conflict with Vuforia Engine camera access. Camera apps must be closed, to unbind the camera, before running a Vuforia UWP app.


 

Known Issues  
All SDKs N/A
 
Unity
  • Camera clipping in stereo AR mode change slightly when pause-resuming the app on iOS.
  • Black screen in AR mode when launching a Vuforia Engine + Cardboard VR SDK on iPhone 5
  • Incorrect view in VR mode with Vuforia Engine + Cardboard VR SDK on iPhone SE and IPhone 5
  • Getting access to Camera Image with the GetCameraImage method successively from multiple scenes doesn’t return correct images
  • Using direct rendering mode in Unity (via DrawMeshNow or GL calls) will lag when displayed over video background on iOS with Metal API at 60fps
  • Duplicated target behaviors have the same preview image even if you change the target/dataset from the menu
  • Google Tango: Connecting to the Tango service can take multiple seconds which can delay Vuforia Engine initialization
  • Video Background rendering in play mode doesn’t deallocate video memory when switching scenes
  • VR Mode from the Mixed Reality Controller (VIEWER_VR) is not supported on ODG R-7
  • AR Camera Lags when using input field front of the video background (Unity issue: https://fogbugz.unity3d.com/default.asp?934841_l6klsmjd5av7g5th )
Android

 

  • Google Tango: Connecting to the Tango service can take multiple seconds which can delay Vuforia Engine initialization
  • Multiple rendering issues have been observed on the Nexus 7 (front camera only Android tablet).

 

iOS

  • The new Vuforia Positional Device Tracker API is not yet supported on iOS devices.

UWP

  • The new Positional Device Tracker API is not yet supported on UWP devices.

 

Vuforia Engine v6.2.x


 

Bugfixes / Features 
All
  • Vuforia Engine now supports tracking of an unrestricted number of Image Targets simultaneously 
  • Fixed performance issue with VuMarks when using the “track from appearance” option
Unity 6.2.10
  • Fixed an issue causing Vuforia Engine UWP apps to fail the Windows App Certification Kit test when submitting to the Windows Store
Android
6.2.10
  • Fixed an issue causing a dark camera preview image on some Nexus and LG devices 
  • Fixed a memory leak on Android when  passing the first Activity during initialization
iOS
6.2.9
  • Fixed an issue causing the SDK to hang on start-up if the camera is disabled in Settings > General > Restrictions.
UWP
6.2.9
N/A
Known Issues
All SDKs N/A

Vuforia Engine v6.2.6

Bugfixes / Features 
All
  • Vuforia Engine now supports the OpenGL ES 3.x graphics API
  • The key types for devices ( Mobile vs Digital Eyewear ) have been unified so that a license key can support both mobile and digital eyewear apps. Existing Vuforia Digital Eyewear keys will continue to work for new digital eyewear apps created with Vuforia Engine 6.2. Use of a newly generated unified license key to build a digital eyewear app will require an upgrade to Vuforia Engine 6.2
  • Fixed a rare issue where detection performance was poor for some ObjectTargets
  • Fixed a rare issue where tracking performance was poor when multiple ObjectTargets were tracked simultaneously
  • Fixed an issue where Extended Tracking or Smart Terrain sometimes failed to initialize on low feature targets
  • Fixed an issue where DataSet::exist() API would take very long to complete when an app had a large amount of files in the Assets folder
  • Fixed an issue where TargetFinder.getInitState() wrongly returns INIT_SUCCESS after it has been deinitialized
  • Fixed an issue where the DeviceTracker would produce jittery poses after resuming the application following a long pause/resume cycle
Unity
  • A new configuration window replaces many ARCamera-inspectors. The configuration window can be opened with Vuforia Engine/Configuration in the Unity Editor Menu and affects all scenes in the project. Please see the migration guide for more information
  • Vuforia Engine is initialized and deinitialized only once per application instead of every scene
  • Fixed a rare issue where stereo rendering was incorrect when switching from VR to AR
  • Fixed an issue in playmode where the CurrentFrameIndex was wrong after switching scenes
  • Fixed an issue with dynamic shadows on ODG R7
  • Fixed an issue where changing the video mode at runtime was not working
Android
  • Added C++ Vuforia::init() method on Android to match Java version of the same
iOS N/A
UWP N/A
Known Issues
All SDKs
  • FrameMarkers are no longer supported ( deprecated as of 6.0.112 ). We recommend using VuMarks as an alternative.
Unity
  • The minimum supported Unity version is now 5.3.6
  • In Unity 5.5, no preview image is shown for new object targets in the editor. The preview image can be enabled by changing the image settings to type “Default” and shape “2D”
Android
  • ODG X6 AR glasses are no longer supported
  • Augmentations inverted on Nexus 5X
  • Eyewear calibrated adjustment and projection matrices are inconsistent with VR
  • On some device running Android N performance and framerate issues have been observed, in particular when using Extended Tracking
iOS
  • Vuforia Engine is not working with Metal API validation on iOS 10 in Unity
  • Video background stuttering seen when moving the camera at 1080p60 on iPhone 7 Plus
UWP N/A

Vuforia Engine v6.1.17

Bugfixes / Features 
Unity
  • Introduced support for Microsoft HoloLens
Known Issues
All SDKs N/A

Vuforia Engine v6.0.117

Bugfixes / Features 
Unity
  • updated to libPNG 1.6.25 containing fix to resolve known vulnerability issue.
Android
  • updated to libPNG 1.6.25 containing fix to resolve known vulnerability issue.
UWP
  • updated to libPNG 1.6.25 containing fix to resolve known vulnerability issue.
Known Issues
All SDKs N/A

Vuforia Engine v6.0.114

Bugfixes / Features 
Unity
  • This release introduces a new Find The Penguin sample app
  • Unnecessary warnings removed from C# scripts
Known Issues
All SDKs N/A

Vuforia Engine v6.0.112

Bugfixes / Features 
All
SDKs
  • Introducing support for VuMark
  • Improvements in Extended Tracking performance
  • Deprecating Frame Marker APIs, these will not be supported in future releases
UWP
  • Premier of public UWP SDK for Windows 10 devices
  • Public Early Access Program (EAP) UWP SDK version available for HoloLens
Android
  • Introducing Advanced Camera API
iOS
  • Introducing support for 1080p @ 60fps
Unity
  • Introducing 64bit Editor support for Windows
Known Issues
All SDKs N/A

Vuforia Engine v5.5.9

Bugfixes / Features 
All
SDKs
  • Vuforia Engine now supports rotational head tracking and distortion correction natively. Development of Mixed Reality AR/VR apps no longer requires the integration of a 3rd party VR SDK.
  • Rotational head and hand tracking in 3 degrees of freedom (3 DoF) is supported along with support for head and hand models to define rotational pivot offsets
  • Portable AR/VR rendering for both mono and stereo viewports is supported using Render Primitives
  • Viewer management is supported to configure Vuforia Engine for drop-in VR headsets, such as Cardboard and Gear VR, using Viewer Parameters
  • Changes to legacy APIs, specifically around rendering and device management, as well as renaming of core classes, the QCAR namespace and include directory from QCAR to Vuforia Engine. See: Changes in Vuforia 5.5
  • Introduced a new Device class to represent device hardware properties
  • The Eyewear class has been replaced with a specialization of the Device base class and renamed EyewearDevice class. This class only represents Optical See-Through Devices. Video See-Through devices are represented by the base Device class.
  • Extended the State and Trackable Result classes to utilize multiple coordinate systems. A Trackable pose in Vuforia Engine can now be in either the camera or world coordinate system.
  • Trackable poses now have an independent timestamp property to support on-demand pose updating and pose prediction
  • All physical measurements in the SDK have been harmonized to meters
  • New Camera Direction enum field is provided to define camera direction on devices with only a front facing camera
  • The Vuforia Watermark now appears persistently for apps that are on the Starter plan
Android
  • Eyewear User Calibration now returns two Matrix34F matrices instead of a single Matrix44F for the camera-to-eye pose and the calibrated eye projection matrix.
  • Eyewear User Calibration API has been extended with a consistency qualifier that can be used to improve the user calibration
  • Fixed a bug where the camera image appeared flipped on the Nexus 5X back camera and Nexus 6 front camera
iOS
  • The Apple Metal API is supported for iOS 8+, though Cloud Reco requires the use of iOS 8.3 and above
Unity
  • The VideoTextureRenderer script on the ARCamera prefab has been renamed to VideoBackgroundManager and extended to allow configuration for the video background behavior
  • A new utility class named MixedRealityController has been introduced that provides a simple runtime interface to switch between different mixed reality modes.
  • The minimum supported Unity version has been updated to 5.2.4
Known Issues
All SDKs
  • The RotationalDeviceTracker only works on devices with a built-in gyroscope
  • Chromatic aberrations may be visible in the periphery of the lens when using distortion correction
Android
  • Visible latency observed on the Samsung Galaxy S5 when using Rotational Device Tracking
iOS
  • Viewport offsets greater than zero differ in the Y direction between Open GL ES 2.0 and Metal
  • Applications in VR mode are required to start in landscape mode
Unity
  • When transitioning from mono to stereo AR, the left eye view may remain dark for a split second. It is recommended to mask these transitions to conceal this issue.

Vuforia Engine v5.010

Bugfixes / Features 

Android

  • Fixed an issue in which a graphics layer error could cause video background rendering to stop

  • Improved the accuracy of eye calibration accuracy for digital eyewear apps

  • Fixed an issue on the ODG R-7 in which the stereo rendering could revert to mono when running an app a second time

Unity

  • Added support for Unity 5.3
  • Compatibility with Unity 5.3 built-in VR support for GearVR
  • Improved rendering performance for stereo AR apps that render the video background
  • Fixed an issue in which the camera image was not rendering on select versions of the Galaxy S3
  • Fixed a permission issue on Android M. The target SDK version is now set to 22 in the AndroidManifest 
Known Issues

All SDKs

  • No Known Issues


Vuforia Engine v5.0.6

Bugfixes / Features 

iOS

  • Fixed an issue where devices running iOS 9 experience a black screen on resume after pressing the sleep/wake button

Unity

  • Fixed an issue where devices running iOS 9 experience a black screen on resume after pressing the sleep/wake button
Known Issues

iOS

  • Sample apps may experience a crash after pressing the sleep/wake button

Vuforia Engine v5.0.5

Bugfixes / Features 

All SDKs

  • The SDK now supports mobile, video see-through digital eyewear and optical-see-through digital eyewear devices from one SDK package and single set of APIs.
  • Support for mixed reality applications built to function with Google Cardboard and the Oculus Mobile SDK ( Gear VR ).
  • The local device database target limit has been increased. See: Best practices for large device databases
  • Provided the ability to control the application render frame rate. There is a new Utility API to get the recommended render frame rate settings based on application hints. Removed the flag for camera-synched rendering in VideoBackgroundConfig.
  • Extended CameraCalibration class to expose field of view. This dimension is use to perform scene scale calculations for digital eyewear.
  • Cloud Reco APIs have been introduced to control filtering behavior for matches.
  • Missing classes for Smart Terrain have been exposed in the Vuforia Engine Java API bindings.
  • Fixed an issue where MultiTargets were occasionally failing to detect.
  • Eyewear: Viewer can be explicitly set by name if it is not automatically detected
  • Eyewear: Clipping plane distances can be set explicitly if they are not automatically detected
  • Eyewear: ODG R-7 supports predictive tracking.
  • Eyewear: ODG R-7 supports on-demand target poses based on latest sensor-measurements via the new StateUpdater class.
Android
  • The minimum supported Android platform version is Android 4.0.3 (Ice Cream Sandwich)
Unity
  • Vuforia Engine 5 supports Unity versions 4.6.7 and 5.1.3p1 for Google Cardboard and Oculus Mobile SDK integration. Unity 5.1.3p1 resolves performance issues experienced with earlier 5.x releases. You can download 5.1.3p1 at https://unity3d.com/unity/qa/patch-releases?version=5.1
  • Eyewear: Vuforia Engine 5 supports Oculus Mobile SDK versions 0.5.0 and 0.6.0.1
  • Eyewear: Vuforia Engine 5 supports Cardboard SDK for Android version 0.5.5 and Cardboard SDK for Unity version 0.5.0.
  • ​The Qualcomm Augmented Reality folder has been renamed to Vuforia Engine. Various classes and methods containing “QCAR” have been renamed as well. See: Migrating Unity Projects to Vuforia Engine 5
  • A new VR camera binding workflow has been provided to facilitate the use of alternate head and camera rigs with the Vuforia Engine ARCamera.
  • For Digital Eyewear apps, the Field of View of the video background is now inherited from 3rd party SDKs. The scene scale parameter has been deprecated. 
  • Fixed an issue where the Multi Target preview in the Unity editor did not support targets with consecutive part rotations
  • Fixed various issues related to camera mirroring. Changing mirroring at runtime can be done by changing the reflection flag of the VideoBackgroundConfig.
  • Fixed an issue where a workaround was required to enable smart terrain on optical see-through digital eyewear devices.
Known Issues

All SDKs

  • Mixed Reality apps are very demanding and performance may differ across devices. High resource demands may result in a drop in render frame over time. See: Framerate Optimization for Mixed Reality Apps
  • Augmentation position for UserDefinedTargets cannot be accurately determined on optical-see-through eyewear. 
Android
  • Samsung Galaxy S6 may exhibit undesirable video artifacts when operating at its thermal limit.
Unity
  • Eyewear: When using Cardboard SDK for Unity version 0.5.1, iOS apps will crash when scanning a viewer QR code.
from 4.2.3
  • Object Recognition does not work well with objects that have very little texture (e.g. a cup, a TV). Please see the developer guide for supported object types.
  • Object Recognition: Possible poor detection of low textured targets in database that contains other high textured targets 
  • Object Recognition: Some low texture objects like toy action figures may not  detect well in a cluttered background environment 
  • Vuforia Object Scanner: Application may run with low FPS after longer scanning sessions. 
  • Vuforia Target Manager: Upload of a large OD file may take multiple minutes 
  • Extended Tracking does not work after using SmartTerrain and vice-versa. You need to re-init Vuforia Engine first. 
  • Extended Tracking: Object Targets are reported as TRACKED instead of EXTENDED_TRACKED
  • Nexus 5 with Android L: Camera view is very dark. This is a known issue in the device driver.  
  • The minimum supported Unity version is 4.6.7
  • A crash may occur when changing scenes if the Text Tracker has been started. This is only observed on iOS devices when the IL2CPP scripting backend is used.
    Before loading a new scene, stop the TextTracker, then, load the new scene from a Coroutine and call “yield return new WaitForEndOfFrame()” before loading the next scene.
  • Vuforia Engine does not support the Metal rendering API on iOS. Be sure that OpenGL 2.0 is selected as the Graphics API when building for iOS in Unity 4.6.3 or later. 
from
3.0.9
  • Vuforia Engine only supports OpenGL ES 2.0.
  • Extended Tracking and Smart Terrain are only supported on multi-core devices.
  • Extended Tracking and Smart Terrain may fail during very fast motions.
  • Extended Tracking may fail in very plain environments (e.g. blank wall)
  • Extended Tracking may result in more jitter and a visual snap back on the augmentation when the target re-enters the field of view
  • Extended Tracking and Smart Terrain may fail in non-static environments (i.e. large motions or environment changes)
  • Extended Tracking can only be used for a single UDT target at a time
  • Extended Tracking targets must have mutually consistent sizes/scales if they are used together in the same scene
  • Extended Tracking may fail to relocalize when the phone is moved in pure rotational motion around the scene.
  • Extended Tracking and Smart Terrain are not supported on front cameras
  • Smart Terrain and Extended Tracking cannot be used at the same time. You need to stop SmartTerrain before using Extended Tracking and vice versa.
  • Smart Terrain may occasionally reconstruct flat objects (such as a drink coaster) as a 3D object and return it as a Prop
  • Smart Terrain may occasionally reconstruct two nearby objects as a single object
  • Smart Terrain may fail to reconstruct the ground plane and objects if the initialization target is placed on the border of the primary surface (e.g. table). The initialization target needs to be placed well within the primary surface to avoid this issue.
  • Smart Terrain may in some occasions wrongly reconstruct the primary surface such that it appears to extend into the background. This may happen if the primary surface and background are visually not distinguishable (e.g. white table in front of a white wall)
  • Smart Terrain may not work well on play surfaces that are non-uniformly textured (E.g. large tiled floor with different colored tiles)
  • Smart Terrain cannot be initialized with User Defined Targets
  • Text recognition may occasionally mis-detect a word or detect a partial word
  • Time to recognize a word depends on number of words and the length of words. Specifically, Text Recognition may take longer than 2 seconds on some single core devices, as well as on some devices when more than 3 words are in the recognition area or for words that are longer than 24 letters.
  • Text recognition may fail to track text well if the page of text and the background are not on the same plane.
  • Low contrast targets may not be detected well in highly cluttered backgrounds
  • Text recognition does not support the front camera.
  • Enabling additional words in the Text recognition feature may slightly increase recognition time
  • TextRecognition may not work if another Tracker is used before.
  • TextRecognition may stop working after scanning a 45 letter word. 
  • Cloud recognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Vuforia Engine only supports armeabi-v7a devices. Devices with no VFP unit or armv6 are not supported.
  • Not all focus modes are supported on all devices
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.
  • Multiple simultaneous Multi Targets are not supported

Vuforia Engine v4.2.3

Bugfixes / Features 

All SDKs

  • The SDK now supports offline license verification, internet connectivity is no longer required to authorize a license key. Existing apps will need to obtain an updated license key from the License Manager to enabled this functionality. You can find your updated keys by clicking on the app's name in the License Manager UI.
  • The Vuforia watermark is displayed once daily during the initial app session. 
Known Issues

Unity

  • Unity 5 scenes that use a non-legacy Specular or Normal Mapping shader and a Canvas UI element with the 4.2.3 ARCamera will not render the UI element on iOS and will show a white screen on Android


Vuforia Engine v4.0.105

Bugfixes / Features 

Unity

  • Added support for Unity 5.0. Supported platforms are 64bit & 32bit OSX and 32bit Windows systems.
  • Added support for 64bit Play Mode on OSX
  • Added support for 64bit iOS builds on OSX on OS X 64bit using Unity 5.0
  • Fixed an bug that was causing a false network connection error to be thrown during QCAR initialization in Windows Play Mode.
Known Issues

Unity

  • A crash may occur when using an external webcam for Play Mode on OSX with Unity 5.
    This crash is always seen in OS X 10.9 Mavericks and the first time Unity is launched after rebooting OS X 10.10 Yosemite.
  • The Unity 5.0 editor crashes when an ImageTarget prefab instance in the ImageTargets sample is selected prior to selecting another prefab in the hierarchy when the sample is first loaded. Selecting an alternate prefab, such as the ARCamera, after initially loading the sample scene will prevent this crash from ever occurring. 
  • Play Mode is not available in the 64bit version of the Unity 5 Windows editor, we recommend using the 32bit version.
  • The minimum supported Unity version is 4.6.x.

Vuforia Engine v4.1.3-beta

Bugfixes / Features 

All SDKs

  • The following devices and tested firmware versions are supported by this release:
    • Epson BT-200
                  Firmware 1.1.2, Android 4.0.4
    • ODG R-6
                  Firmware 4.2.2, 23-Sep-2014, Android 4.2.2
    • Samsung Gear VR Innovator Edition on Note4
                  Supported models:      SM-N910F, SM-N910G, SM-N910T, SM-N910V,
                                                      SAMSUNG-SM-N910A
                  Firmware KTU84P.N910FXXU1ANK3_VR, Android 4.0.4
  • Added the ability to use personalized calibration profiles through a new Eyewear API
  • Added support for stereo rendering for optical and camera see-through digital eyewear devices
  • Added the ability to scale the scene and video background rendering to adjust for real-world scale on camera see-through devices
  • Added the ability to render scenes with no video background to support optical see-through devices

Unity

  • Added support for integrating the Oculus Mobile SDK (version 0.4.2) enabling use of the Oculus distortion shader and timewarping.
  • Added automatic scene scaling for GearVR. This value can be overridden in the inspector.
Known Issues

All SDKs

  • Epson BT-200: Due to variability in the camera the default user calibration is not well registered. Performing user calibration will resolve this.

Unity

  • This release does not support the latest Oculus Mobile SDK 0.4.3.1.
  • No API is provided to request a specific user calibration profile. The active profile is always used, which is Profile 1 in the Calibration App UI.
  • ​It is not possible to request that a specific user calibration profile is used when rendering, the currently active profile is always used. You can work around this by setting the active profile.
  • GearVR: Exiting an app using the back button when the app uses the Oculus Mobile SDK sometimes results in a crash.
  • GearVR: When integrating with the Oculus Mobile SDK if multi-threaded rendering is disabled the right eye does not render correctly.
  • Apps built with Unity 5 crash on exit when multi-threaded rendering has been enabled on Android.
  • Epson BT-200: If an app exits with Application.Quit directly from stereo mode (3D) on an Epson BT-200 the device will not revert to ‘2D’ mode. You can workaround this by calling Eyewear.SetStereo(false) before Application.Quit.
  • To use Oculus SDK 0.4.2 with Unity 5 ensure you have Unity 5 patch 2 installed. This can be obtained from https://unity3d.com/unity/qa/patch-releases

Vuforia Engine v4.0.103

Bugfixes / Features 

All SDKs

  • Improved detection times and 3D Object Target database sizes.  Developers will need to re-upload their Object Datafiles to get new databases with these improvements.
  • Added a new API hint for controlling maximum simultaneous 3D object targets (QCAR:: HINT_MAX_SIMULTANEOUS_OBJECT_TARGETS). This allows developers to optimize performance for use cases where only 1 target needs to be tracked at any time. 
  • Added a new API hint for partially loading object datasets (QCAR::HINT_DELAYED_LOADING_OBJECT_DATASETS). Enabling this behavior reduces memory consumption but delays detection results and is recommended only for large datasets with many 3D object targets. 
  • Fixed a bug where on rare occasions detection can fail after switching 3D ObjectTarget datasets. 
  • Fixed an issue occurring when a license key with leading or trailing white space could result in a "no network available" error rather than the expected "invalid key" error.
  • Fixed incorrect video rendering in portrait mode for some reflection settings and made a change in video background bind to clear viewport settings.
  • Fixed an bug that could crash apps when activating a dataset while the tracker is running.
  • Vuforia Engine is now enforcing the OpenGL ES 2.0 rendering pipeline and must be initialized using  QCAR::setInitParameters(QCAR::GL_20) ( support for OpenGL ES 1.1 was deprecated in SDK v2.8.7 ).

Unity

  • Fixed a minor memory leak caused by pausing and resuming an app.
  • Fixed an issue causing “Apply Dataset Properties” to ignore changes to the XML configuration files for 3D object targets.
Known Issues

All SDKs

  • Device Databases created prior to this release will need to be assigned a license key and cannot contain more than 100 targets. You will need to remove targets from the database in the Target Manager before downloading a database and all targets will be included in the download.

Unity

  • A crash may occur when changing scenes if the Text Tracker has been started. This is only observed on iOS devices when the IL2CPP scripting backend is used.

Before loading a new scene, stop the TextTracker, then, load the new scene from a Coroutine and call “yield return new WaitForEndOfFrame()” before loading the next scene.

  • Vuforia Engine does not support the Metal rendering API on iOS. Be sure that OpenGL 2.0 is selected as the Graphics API when building for iOS in Unity 4.6.3 or later.

 

Vuforia Engine v4.0.11 

Bugfixes / Features 

All SDKs

  • Fixed out of memory crash when loading Device Databases containing large Object Targets on low end devices.
  • ObjectTarget::setSize() is now supported for Object Recognition. 
  • Cloud Recognition is now supported for the Vuforia Engine 4.0 Platform. 
  • Fixed a bug that could cause Object Data files to be corrupted if the Vuforia Object Scanner app was paused using the Home button.
  • Fixed a bug that slowed redetection of objects during an object scanning session.
  • Fixed a bug causing Smart Terrain reconstructions to restart if reset() is called after the reconstruction was stopped.  
  • Fixed a bug preventing Smart Terrain initialization targets from being reset programmatically.  
  • Fixed a memory leak arising from restarting the device camera. 
  • Fixed a JNI reference leak preventing Device Database references from being destroyed when unloaded. 
  • The Cloud Recognition TargetFinder class will no longer return a valid pointer if its enableTracking() method fails. 

iOS

  • 64-bit support has been added to the Vuforia Engine- libVuforia.a now contains armv7, armv7s and arm64 slices.
  • Sample apps have been updated to build for 32 and 64-bit iOS devices.
  • Introduced Object Recognition for the Vuforia Engine for iOS.
  • Introduced Smart Terrain for the Vuforia Engine  for iOS.

Unity

  • iOS 64-bit support has been added to the Vuforia Engine Unity extension.  libVuforia.a now contains armv7, armv7s and arm64 slices. Please make sure to use Unity 4.6.2 or later and use the IL2CPP compiler backend to get native 64bit support.
  • Fixed an issue seen on iOS 8 where the app could get stuck or show a black screen after pausing and resuming. 
Known Issues

Unity

  • A memory leak of ~1kb can occur when pausing and resuming a Unity app. 

 

Vuforia Engine v4.0.5 

Bugfixes / Features

All SDKs

  • Introduced Object Recognition, a feature than enables the detection and tracking of intricate 3D objects.
  • Introduced the Vuforia Object Scanner, an app that captures the features of 3D objects and produces an Object Data file to generate Object Targets in the Target Manager.
  • Introduced a new License Manager tool in the portal to help manage app license keys. Each Vuforia Engine 4.0 app needs a unique license key obtained from the License Manager.
  • Refactored the APIs for ImageTracker and Smart Terrain: Please see the migration guide.
  • Introduced a native API for Smart Terrain.

Unity

  • Refactored QCAR initialization to simplify embedding Vuforia Engine Unity apps into native Android and iOS containers.
  • Refactored the ARCamera to use a Unity texture for the video background.

 

Known Issues

All SDKs

  • Cloud Recognition is not available in the Vuforia Engine 4.0 SDK Beta
  • Object Recognition does not work well with objects that have few distinct features, especially when these objects are placed against a cluttered background. .
  • Object Recognition apps may crash when loading Device Databases containing large Object Targets on low end devices.
  • Object Recognition apps may experience slower detection times when using Device Databases with multiple Object Targets.
  • Extended Tracking is not compatible with Smart Terrain. QCAR must be reinitialized if enabling either after the other has been enabled in an app.
  • Targets that use Extended Tracking may report a status of TRACKED instead of EXTENDED_TRACKED
  • Smart Terrain reconstructions are restarted if reset() is called, even if the reconstruction was previously stopped()  
  • Nexus 5 with Android L: Camera view is very dark. This is a known issue in the device driver
  • Object Recognition apps may crash when loading Device Databases containing large Object Targets on low end devices.
  • On Android, you can work around this issue by adding android:largeHeap=”true” to the AndroidManifest.xml of your application. 
  • Minimum supported Unity version has changed to 4.5
  • Apply Dataset Properties is not supported for Object Target datasets.

Unity

  • The Unity device filter, in build settings, must be set to ARM v7 in Unity 4.6 or later to support ARM emulation on x86 device.
  • 64 bit devices running iOS 8: Unity apps using Enabling Extended Tracking with Object Recognition will experience a reduced frame rate  


Vuforia Engine v3.0.9 

 

Bugfixes / Features

All SDKs

  • Fixed a bug where visual artifacts were distorting the video background on some devices
  • Fixed a bug with Extended Tracking not reseting correctly causing it to fail when the environment changes significantly

Unity

  • Fixed a bug where datasets could not be loaded from an OBB file.
Known Issues  

All SDKs

  •  Vuforia Engine only supports OpenGL ES 2.0.
  • The minimum supported Android platform version is Android 2.3 (Gingerbread).
  • Extended Tracking and Smart Terrain are only supported on multi-core devices.
  • Extended Tracking and Smart Terrain may fail during very fast motions.
  • Extended Tracking may fail in very plain environments (e.g. blank wall)
  • Extended Tracking may result in more jitter and a visual snap back on the augmentation when the target re-enters the field of view
  • Extended Tracking and Smart Terrain may fail in non-static environments (i.e. large motions or environment changes)
  • Extended Tracking can only be used for a single UDT target at a time
  • Extended Tracking targets must have mutually consistent sizes/scales if they are used together in the same scene
  • Extended Tracking may fail to relocalize when the phone is moved in pure rotational motion around the scene.
  • Extended Tracking and Smart Terrain are not supported on front cameras
  • Smart Terrain is only enabled in the Vuforia Engine Unity extension
  • Smart Terrain and Extended Tracking cannot be used at the same time. You need to stop SmartTerrain before using Extended Tracking and vice versa.
  • Smart Terrain may occasionally reconstruct flat objects (such as a drink coaster) as a 3D object and return it as a Prop
  • Smart Terrain may occasionally reconstruct two nearby objects as a single object
  • Smart Terrain may fail to reconstruct the ground plane and objects if the initialization target is placed on the border of the primary surface (e.g. table). The initialization target needs to be placed well within the primary surface to avoid this issue.
  • Smart Terrain may in some occasions wrongly reconstruct the primary surface such that it appears to extend into the background. This may happen if the primary surface and background are visually not distinguishable (e.g. white table in front of a white wall)
  • Smart Terrain may not work well on play surfaces that are non-uniformly textured (E.g. large tiled floor with different colored tiles)
  • Smart Terrain cannot be initialized with User Defined Targets
  • Text recognition may occasionally mis-detect a word or detect a partial word
  • Time to recognize a word depends on number of words and the length of words. Specifically, Text Recognition may take longer than 2 seconds on some single core devices, as well as on some devices when more than 3 words are in the recognition area or for words that are longer than 24 letters.
  • Text recognition may fail to track text well if the page of text and the background are not on the same plane.
  • Low contrast targets may not be detected well in highly cluttered backgrounds
  • Text recognition does not support the front camera.
  • Enabling additional words in the Text recognition feature may slightly increase recognition time
  • TextRecognition may not work if another Tracker is used before.
  • Cloud recognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Vuforia Engine only support armeabi-v7a devices. Devices with no VFP unit or armv6 are not supported.
  • Not all focus modes are supported on all devices
  • On certain older devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and  may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.
  • Multiple simultaneous Multi Targets are not supported
  • A known memory leak exists in the CameraDevice class. For each cycle of calling CameraDevice.start() / CameraDevice.stop() memory consumption grows. Note that this memory is released if CameraDevice.deinit() is called immediately after calling stop(), which is the recommended way of using the camera to also ensure other applications can use the camera.
 

Vuforia Engine v3.0.6 

 

Bugfixes / Features

Unity

  • Fixed a bug where the video background was wrongly oriented and distorted in iOS apps built with Unity 4.5.1.

 

Vuforia Engine v3.0.5 

 

Bugfixes / Features

All SDKs

  • Introduced the SmartTerrain feature: ImageTargets, MultiTargets and CylinderTargets can now be used to reconstruct the surface and objects that are placed around them. Please see the Vuforia Engine sample applications and developer guide for details. Note that Smart Terrain is available only through the Vuforia Engine Unity Extension
  • Added support for high resolution video background rendering of up to 720p on supported high end devices.
  • Consolidated multiple definitions of STORAGE_TYPE in both DataSet and WordList classes into a single definition QCAR::STORAGE_TYPE. QCAR::DataSet::STORAGE_TYPE and QCAR::WordList::STORAGE_TYPE are now deprecated.
  • Fixed a crash when calling QCAR::ImageTracker::resetExtendedTracking(). The API has changed in behavior as the ImageTracker now needs to be stopped first before calling resetExtendedTracking()
  • Fixed a crash caused by repeatedly initializing and deinitializing the CameraDevice
  • Fixed an issue where TextReco stops working after calling selectVideoMode()

Unity

  • Added support to load device databases from APK Expansion files on Android. The Unity Extension will now associate targets authored in the scene using the dataset name, not the full path, so that databases can be loaded from a .obb file. The DatasetLoadBehaviour will also try to load databases in the StreamingAssets folder from common APK extension directories automatically.
  • Moved Dataset.StorageType enum to QCARUnity.StorageType to correspond to the QCAR::STORAGE_TYPE changes in the native API. Dataset.StorageType is now deprecated.
  • Fixed a crash when calling ImageTracker.ResetExtendedTracking(). The API has changed in behavior as the ImageTracker now needs to be stopped first before calling ResetExtendedTracking()
  • Fixed a crash caused by repeatedly initializing and deinitializing the CameraDevice
  • Fixed an issue where TextReco stops working after calling SelectVideoMode()
  • Fixed multiple minor memory leaks
  • Fixed an issue where an application could get into an inconsistent state if the ARCamera was disabled before pausing and resuming the application.
  • Fixed an issue with distorted web cam views in Mac Play Mode
  • QCARBehaviour.GetVideoMode() has been replaced with CameraDevice.Instance.GetVideoMode()
  • Some previously public classes and methods of the Unity Extension that were never part of the official public API have been made internal with this release.
  • WebCamBehaviour.StartCamera and StopCamera have been removed.
  • Use CameraDevice.Start() and CameraDevice.Stop() instead.
  • Added Tracker.IsActive API
  • Added XMLdoc API documentation for compiled Unity Extension dlls that can be used in Visual Studio (Intellisense) or MonoDevelop
Known Issues  

All SDKs

 
  • Vuforia Engine only supports OpenGL ES 2.0.
  • The minimum supported Android platform version is Android 2.3 (Gingerbread).
  • Extended Tracking and Smart Terrain are only supported on multi-core devices.
  • Extended Tracking and Smart Terrain may fail during very fast motions.
  • Extended Tracking may fail in very plain environments (e.g. blank wall)
  • Extended Tracking may result in more jitter and a visual snap back on the augmentation when the target re-enters the field of view
  • Extended Tracking and Smart Terrain may fail in non-static environments (i.e. large motions or environment changes)
  • Extended Tracking can only be used for a single UDT target at a time
  • Extended Tracking targets must have mutually consistent sizes/scales if they are used together in the same scene
  • Extended Tracking may fail to relocalize when the phone is moved in pure rotational motion around the scene.
  • Extended Tracking and Smart Terrain are not supported on front cameras
  • Smart Terrain is only enabled in the Vuforia Engine Unity extension
  • Smart Terrain and Extended Tracking cannot be used at the same time. You need to stop SmartTerrain before using Extended Tracking and vice versa.
  • Smart Terrain may occasionally reconstruct flat objects (such as a drink coaster) as a 3D object and return it as a Prop
  • Smart Terrain may occasionally reconstruct two nearby objects as a single object
  • Smart Terrain may fail to reconstruct the ground plane and objects if the initialization target is placed on the border of the primary surface (e.g. table). The initialization target needs to be placed well within the primary surface to avoid this issue.
  • Smart Terrain may in some occasions wrongly reconstruct the primary surface such that it appears to extend into the background. This may happen if the primary surface and background are visually not distinguishable (e.g. white table in front of a white wall)
  • Smart Terrain may not work well on play surfaces that are non-uniformly textured (E.g. large tiled floor with different colored tiles)
  • Smart Terrain cannot be initialized with User Defined Targets
  • Text recognition may occasionally mis-detect a word or detect a partial word
  • Time to recognize a word depends on number of words and the length of words. Specifically, Text Recognition may take longer than 2 seconds on some single core devices, as well as on some devices when more than 3 words are in the recognition area or for words that are longer than 24 letters.
  • Text recognition may fail to track text well if the page of text and the background are not on the same plane.
  • Low contrast targets may not be detected well in highly cluttered backgrounds
  • Text recognition does not support the front camera.
  • Enabling additional words in the Text recognition feature may slightly increase recognition time
  • TextRecognition may not work if another Tracker is used before.
  • Cloud recognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Vuforia Engine only supports armeabi-v7a devices. Devices with no VFP unit or armv6 are not supported.
  • Not all focus modes are supported on all devices
  • On certain older devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and  may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.
  • Multiple simultaneous Multi Targets are not supported
  • A known memory leak exists in the CameraDevice class. For each cycle of calling CameraDevice.start() / CameraDevice.stop() memory consumption grows. Note that this memory is released if CameraDevice.deinit() is called immediately after calling stop(), which is the recommended way of using the camera to also ensure other applications can use the camera.
 


Vuforia Engine v2.8.7

 

Bugfixes / Features

All SDKs

 
  • Added support for Extended Tracking: ImageTargets, MultiTargets and CylinderTargets can now continue to be tracked even when the  target is not visible. Please see the Vuforia Engine sample applications and developer guide for details.
  • Added a new Java language binding to enable Vuforia Engine application development without the NDK. See the Vuforia sample applications for details. Support for C++ APIs continues.
  • The enum based type system has been replaced with the concept of the QCAR::Type class. Please refer to the 2.8 migration guide how to upgrade your application.
  • The release artifact names have changed: libQCAR.so/libQCAR.jar have been renamed respectively to libVuforia.so/libVuforia.jar.
  • Fixed crash on Samsung Galaxy Nexus when an ImageTarget is detected.
  • Fixed an issue in TextReco where QCAR::WordList::addWordU and removeWordU failed to add/remove open compound words.
  • Fixed an issue in TextReco where invalid characters could be added to the word list.
  • Fixed an issue where MultiTarget::getPartOffset incorrectly returned false although the index was valid.
Known Issues

All SDKs

  • Vuforia Engine only supports OpenGL ES 2.0.
  • The minimum supported Android platform version is Android 2.3 (Gingerbread).
  • Extended Tracking is only supported on multi-core devices.
  • Extended Tracking may fail during very fast motions.
  • Extended Tracking may fail in very plain environments (e.g. blank wall)
  • Extended Tracking may result in more Jitter and a visual snap back on the augmentation when the target re-enters the field of view
  • Extended Tracking may fail in non-static environments (i.e. large motions or environment changes)
  • Extended Tracking can only be used for a single UDT target at a time
  • Extended Tracking targets must have mutually consistent sizes/scales if they are used together in the same scene
  • Extended Tracking may fail to relocalize when the phone is moved in pure rotational motion around the scene.
  • Extended Tracking not supported on front cameras
  • Text recognition may occasionally mis-detect a word or detect a partial word
  • Time to recognize a word depends on number of words and the length of words. Specifically, Text Recognition may take longer than 2 seconds on some single core devices, as well as on some devices when more than 3 words are in the recognition area or for words that are longer than 24 letters.
  • Text recognition may fail to track text well if the page of text and the background are not on the same plane.
  • Low contrast targets may not be detected well in very cluttered backgrounds
  • Text recognition does not support the front camera.
  • Enabling additional words in the Text recognition feature may slightly increase recognition time
  • Cloud recognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Vuforia Engine does not support devices that have no VFP unit. Only devices with armv6 + VFP and above are supported.
  • Not all focus modes are supported on all devices
  • On certain older devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and  may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.

Unity

  • Added support for Unity 4.3 and later
  • Vuforia Play Mode can now be used with the free Unity license in Unity 4.3 or later.
  • The enum based type system has been replaced with the usage of C# generics. Please refer to the 2.8 migration guide
  • The names of the plugin libraries have changed: libQCAR.so/libQCAR.jar have been renamed respectively to libVuforia.so/libVuforia.jar (no changes required for Unity applications).
  • Fixed crash on Samsung Galaxy Nexus when an ImageTarget is detected.
  • The Java source code for the QCARPlayerNativeActivity can be found in the Assets/Plugins/Android/src folder. It can be modified to initialize other Unity plugins as well. Modifications need to be compiled to replace Assets/Plugins/Android/QCARUnityPlayer.jar.
  • Fixed a crash when VirtualButtons are used in more than one scene.
  • Fixed an issue in TextReco where WordList.AddWord and RemoveWord failed to add/remove open compound words.
  • Fixed an issue in TextReco where invalid characters could be added to the word list.
  • Fixed an issue where Vuforia Engine was clamping the rendering frame rate to 30fps even after deinitialization when the VideoBackgroundConfig is set to synchronous.
  • A SetSize() method has been added to the Marker class.
  • Fixed a bug where ImageTarget.GetSize() would return a wrong aspect ratio for cloud reco targets.
  • Fixed a bug where “Screen position out of view frustum” errors were logged in Play Mode.

Vuforia Engine v2.6.10

 

Bugfixes / Features

All SDKs

 
  • Added support for Cylinder targets
  • Text recognition - Up to 10,000 additional words may be added to the default word list
  • Text recognition speed has been improved significantly especially for mid and low tier devices
  • Vuforia Engine no longer collects the hashed MAC address or other permanent device-based identifiers for purposes of identifying an end user’s device. A hashed app runtime timestamp is now used as an app identifier
Known Issues

All SDKs

  • The minimum supported Android platform version is Android 2.3 (Gingerbread).
  • Text recognition may occasionally mis-detect a word or detect a partial word
  • Time to recognize a word depends on number of words and the length of words. Specifically, Text Recognition may take longer than 2 seconds on some single core devices, as well as on some devices when more than 3 words are in the recognition area or for words that are longer than 24 letters.
  • Text recognition may fail to track text well if the page of text and the background are not on the same plane.
  • Low contrast targets may not be detected well in very cluttered backgrounds
  • Text recognition does not supp ort the front camera.
  • Enabling additional words in the Text recognition feature may slightly increase recognition time
  • Cloud recognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Vuforia Engine does not support devices that have no VFP unit. Only devices with armv6 + VFP and above are supported.
  • Not all focus modes are supported on all devices
  • On certain devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and  may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.

Vuforia Engine v2.6.7

Bugfixes / Features

Unity

 
  • Added support for sharing Vuforia Engine objects between multiple Unity scenes without re-loading device databases
  • Fixed an issue where the orientation setting for Android was not applied correctly when using Unity 4.2
  • Vuforia Engine no longer collects the hashed MAC address or other permanent device-based identifiers for purposes of identifying an end user’s device. A hashed app runtime timestamp is now used as an app identifier


Vuforia Engine v2.5.8

Bugfixes / Features

Unity

 
  • New TextRecognition feature introduced with support for English – please see Dev guide for details
  • Tracking improvements especially for low-feature targets such as logos or line art
  • The world center modes have been renamed to be more descriptive
  • MultiTarget textures are now rendered in non-webcam Play Mode.
  • MultiTargets are now created without colliders by default
  • The size of an ImageTarget can now be explicitly controlled in the inspector window
  • Fixed a bug where Camera.Instance.GetCameraImage was not updated after restarting Vuforia Engine
  • Fixed a bug where Adding the QCARBehaviour and WebCamBehaviour scripts to a camera object would result in a crash in Play Mode


Vuforia Engine v2.5.7

 

Bugfixes / Features

All SDKs

 
  • New TextRecognition feature introduced with support for English – please see Dev Guide for details
  • Tracking improvements especially for low-feature targets such as logos or line art .
Known Issues

All SDKs

  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.
  • TextRecognition may occasionally misdetect a word or detect a partial word
  • TextRecognition is CPU intensive and time to reco may depend on number of words and length of words. Specifically, TextRecognition may take longer than 2 seconds on some single core devices, as well as on some devices when more than 3 words are in the recognition area or for words that are longer than 24 letters.
  • TextRecognition: unloading the word list may take several seconds
  • TextRecognition may fail to track text well if the page of text and the background are not on the same plane.
  • Low contrast targets may not be detected well in very cluttered backgrounds
  • TextRecognition does not support the front camera.
  • Enabling additional custom words in the TextFeature may slightly increase recognition time
  • CloudRecognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • VuforiaEngine SDK does not support devices that have no VFP unit. Only devices with armv6 + VFP and above are supported.
  • Not all focus modes are supported on all devices
  • On certain devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs


Vuforia Engine v2.0.32

 

Bugfixes / Features

All SDKs

 
  • No longer accesses the iOS unique device identifier (UDID).  Uses the MAC to generate a device identifier


Vuforia Engine v2.0.31

 

Bugfixes / Features

All SDKs

  • Fixed a bug where target detection performance was reduced in large datasets.
  • Fixed an issue where the tracked target pose was drifting on some devices.New features include

Unity

  • Added support for Unity 4.1 (beta) on iOS.
  • Fixed a bug where device database loading from absolute paths failed in Play Mode.
  • Fixed an issue where the StateManager API did not return MarkerBehaviours created at runtime.
  • Fixed an issue where TrackableBehaviours created at runtime would be initialized to default values when selected in the hierarchy during Play Mode.
Known Issues

All SDKs

  • On Windows 8, the installer needs to be run in Windows 7 compatibility mode:
1. Right-mouse click on the installer executable
2. Select Properites
3. Select the Compatibility tab
4. Check the box for "Run this program in compatibility mode for:", and select "Windows 7"
  • CloudRecognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Virtual button presses are detected unreliably on the HTC Aria
  • Stability issues are observed on the Motorola Defy
  • Vuforia Engine does not support devices that have no VFP unit. Only devices with armv6 + VFP and above are supported.
  • The MACRO and INFINITY focus modes do not work on the Galaxy Nexus
  • On certain devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • “CPU Pegged” shows up randomly and causes a crash on certain devices
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.

 

Vuforia Engine v2.0.30

 

Bugfixes / Features

All SDKs

  • New features include User-defined Targets and Cloud Recognition.
  • Introduced support for using the front camera.
  • Introduced support for multiple active datasets.
  • Improved tracking robustness.
  • Removed sample applications from the Vuforia Engine Installation package. Sample applications are now a separate download.

Unity

  • Introduced Play Mode support in Unity for faster application development and testing within the  Unity Editor.
  • Introduced support for using the front camera.
  • Introduced support for multiple active datasets.
  • The Vuforia Engine AR Extension for Unity now contains the Plugins for both Android and iOS.
  • Improved tracking robustness.
  • Removed sample applications from the Vuforia Engine Extension for Unity Installation package. Sample applications are now a separate download.
Known Issues

All SDKs

  • On Windows 8, the installer needs to be run in Windows 7 compatibility mode:
  1. Right-mouse click on the installer executable
  2. Select Properites
  3. Select the Compatibility tab
  4. Check the box for "Run this program in compatibility mode for:", and select "Windows 7"
  • CloudRecognition requires the device time to be accurately set (the tolerance is 5 minutes). If the device time is off, the SDK will return an ‘TIMESTAMP_OUT_OF_RANGE’ error. However due to a limitation in the Android SSL stack if the time is significantly off (more than a year), then the above error is not reported. Instead the error ‘SERVICE_NOT_AVAILABLE’ is reported.
  • Virtual button presses are detected unreliably on the HTC Aria
  • Stability issues are observed on the Motorola Defy
  • Vuforia Engine does not support devices that have no VFP unit. Only devices with armv6 + VFP and above are supported.
  • The MACRO and INFINITY focus modes do not work on the Galaxy Nexus
  • On certain devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • “CPU Pegged” shows up randomly and causes a crash on certain devices
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • Stability issues have been observed when the “face unlock” feature is used while a Vuforia Engine application is running.

 

Vuforia Engine v1.5.9

 

Bugfixes / Features

All SDKs

  • Vuforia branding introduced to SDK
  • Fixed memory leaks
  • Fixed issue where frame and augmentation of previous run is visible for a few frames
  • Added OcclusionManagement sample app showing how to create an occlusion effect using the video texture feature
  • The android:minSdkVersion has been updated to 8 – this means QCAR can only be installed on devices running Android 2.2 Froyo or above. Android 2.1 Éclair is no longer supported
  • Detection and tracking speed has been improved
  • Added new CONTINUOUS_AUTOFOCUS mode to QCAR and exposed it in samples via GUI
  • Note:Continuous auto focus is only available on select Android devices, e.g. Galaxy Nexus S, Pantech Vega Racer
  • Fixed an issue where the reordering of trackables in the dataset XML file causes tracking to fail
  • Fixed an issue where the registering for YUV pixel format images fails
  • Added support for ICS and Honeycomb devices.
Known Issues

All SDKs

  • The MACRO and INFINITY focus modes don’t work on the Galaxy Nexus (driver seems to ignore this setting)
  • The CONTINUOUS_AUTOFOCUS mode stops working after triggering a single autofocus action and can only be activated again when you stop and restart the camera (e.g. by pausing and resuming a QCAR sample application)
  • On certain devices, the video preview rendering and the rendering layer order may be mismatched after another application overlays the QCAR rendering window. Apps may optionally destroy the Android activity with a call to Activity.finish() in your main Activity‟s onPause() and may reinitialize it onResume(). This no longer happens on devices running Honeycomb or above.
  • “CPU Pegged” issue is showing up randomly and causing a crash on certain devices
  • The Motorola Flipout is currently not supported
  • On rare occasions under very low light conditions, FrameMarkers may detect the same marker twice with different IDs
  • The BackgroundTextureAccess and OcclusionManagement apps support only landscape-left orientation
  • On ICS devices a black screen has been observed after unlocking the phone with the “face unlock” feature

Vuforia Engine v1.0.10

 

Bugfixes / Features

All SDKs

  • Vuforia branding introduced to the Unity extension
  • Added OcclusionManagement sample app showing how to create an occlusion effect using the video texture feature
  • Improvements to VideoTexture access and updates to sample
  • Added support for building applications in Auto rotation mode
  • Removed dataset rename dialog – extension now requires 1.5 compatible datasets.
  • The android:minSdkVersion has been updated to 8 – this means QCAR can only be installed on devices running Android 2.2 Froyo or above. Support for Android 2.1 Éclair has been deprecated
  • Added new CONTINUOUS_AUTOFOCUS mode to QCAR and exposed it in samples via GUI
  • Note: Continuous auto focus is only available on select Android devices, e.g. Galaxy Nexus S, Pantech Vega Racer
  • Fixed several bugs and memory leaks
  • Added support for ICS and Honeycomb devices

Add values to dialog