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ChangeLog

17th August, 2022

Version 0.6.0

+ Simplified, automated installation process.
+ Multiple general stability and performance improvements.
+ Multiple bug fixes and optimisations to Scanning.
+ Subtraction bug fixes and quality improvements.
+ General code reformatting and cleanup.
+ ObjectRecognition performance improvements.
+ ObjectRecognition now utilises events for access instead of singletons.
+ ObjectRecognition is now included as an experimental feature.
+ Added template Scenes for authoring and testing.
+ Changed depth maps and depth-map processing code to use HDR texture formats.
+ Pathfinding stability improvements and minor code refactor.

16th March, 2022

Version 0.5.0

+ Multiple general stability and performance improvements.
+ Multiple bug fixes and optimisations to Scanning.
+ New cross-platform OpenCVWrapper implementation.
+ Performance and improvements to compute shader.
+ New and improved Pathfinding algorithm.
+ General code reformatting and cleanup.
+ Removed OpenCV4Unity Dependencies.
+ UX Improvements for developers.
+ Added PhantomConsole.

23rd December, 2021

Version 0.3.4

+ Minor Memory Optimisations to PhantomEngine Internals
+ Optimised Background Texture Access
+ Fixed a Bug Where the Depth Map's Edges Were Distorted
+ Implemented Support for Depth Data on Android Devices
+ Added Occlusion Image Effect
+ Obfuscated Old Manual Device-Specific Sensor Data in Favour of New, Scalable Method
+ Removed Restrictions for Running PhantomEngine on Manually-Approved Device Models
+ Changed Recommended Unity ARFoundation Dependencies to 4.2.1

1st November, 2021

Version 0.3.3

+ Multiple bug fixes and optimisations to Scanning.
+ Threading and performance optimisations to Meshing.
+ Computer Vision improvements for better cross-platform compatibility.
+ GPS module has been added.
+ Map module has been added. This module is currently experimental.
+ Mathematics for converting between engine and world-space GPU coordinates.
+ Improved Scanning resolution and stability.
+ New and improved Subtraction algorithm.
+ Performance and stability improvements to all GPU code.
+ Tweaks to GC performance in critical areas of code.
+ Multiple general stability and performance improvements.
+ General code reformatting and cleanup.

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