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@Bvallon-sl Bvallon-sl released this Jan 27, 2021 · 9 commits to master since this release

3.4.0

  • Features:

    • Added a new depth format MEASURE.DEPTH_U16_MM and MEASURE.DEPTH_U16_MM_RIGHT.
    • Added a parameter to import external OpenCV calibration files with InitParameters.optionalOpencvCalibrationFile .
    • Added Camera.UpdateSelfCalibration() function to launch a camera self calibration update process at runtime.
    • Added sl.Resolution Camera.GetResolution (RESOLUTION resolution) function.
    • Added skeletons keypoints confidence in ObjectData.keypointConfidence.
    • Added a max range parameter for Object Detection module using ObjectDetectionParameters.maxRange.
    • General update to ZED SDK 3.4
  • Compatibility:

    • Compatible with ZED SDK 3.4, CUDA 10.0, 10.2, 11.0 and 11.1 on Windows and Linux

--> SDK Link : https://www.stereolabs.com/developers/release/

Assets 3

@Bvallon-sl Bvallon-sl released this Nov 5, 2020 · 26 commits to master since this release

3.3.0

  • Features:

    • Added new example scene for Body Tracking
    • Added support for MULTI_CLASS_BOX_ACCURATE Detection Model (See ZED SDK release notes for more information)
    • Added support for new objects classes that can be detected (See ZED SDK release notes for more information)
    • Added sub-class support for detected objects (See ZED SDK release notes for more information)
    • Added enableBodyFitting parameter support in ObjectDetectionParameters (See ZED SDK release notes for more information)
    • General update to ZED SDK 3.3
  • Compatibility:

    • Compatible with ZED SDK 3.3, CUDA 10.0, 10.2, 11.0 and 11.1 on Windows and Linux

--> SDK Link : https://www.stereolabs.com/developers/release/

Assets 5
Oct 30, 2020
Merge pull request #147 from stereolabs/3.2_no_mask
 remove 2d mask, causing crash when using OD module
  • v3.2.0
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@Bvallon-sl Bvallon-sl released this Nov 5, 2020 · 58 commits to master since this release

3.2.0

  • Features:

    • Added Body tracking support (See ZED SDK release notes for more information)
    • General update to ZED SDK 3.2
  • Compatibility:

    • Compatible with ZED SDK 3.2, CUDA 10.0, 10.2, 11.0 on Windows and Linux

--> SDK Link : https://www.stereolabs.com/developers/release/

Assets 3
  • v3.1.0
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@obraun-sl obraun-sl released this Mar 10, 2020 · 72 commits to master since this release

3.1.0

  • Features:

    • Added support for AEC_ACG_ROI video settings (See ZED SDK release notes for more information)
    • Added support for GAMMA video settings (See ZED SDK release notes for more information)
    • Added support for compression level in Mat write() function since it has been added in ZED SDK 3.1
    • Added Texture confidence threshold support in RuntimeParameters/ZED Manager UI since it was added since ZED SDK 3.0
    • General update to ZED SDK 3.1
  • Compatibility:

    • Compatible with ZED SDK 3.1, CUDA 9.0, 10.0 and 10.2 on Windows and Linux

--> SDK Link : https://www.stereolabs.com/developers/release/

Assets 5

@obraun-sl obraun-sl released this Mar 10, 2020 · 78 commits to master since this release

3.0.1

  • Bug Fixes:
    • Fixes an issue when saving meshes where default culture is set to use comma notation for decimals (Thanks to @kaszim)
    • Fixes Black screen with Unity 2019.3 in Forward. Removed RenderPipeline tag not supported anymore.
    • Fixes texture in spatial mapping not drawn in live.
    • Added ZEDLayersManager.cs . This script creates on load all the layers needed by the plugin.
    • Fixes for 2018 unity version (drawProceduralNow was not existing in previous version).
    • Moved MR Calibration app to Tools folder.
Assets 3
  • v3.0.0
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@obraun-sl obraun-sl released this Feb 11, 2020

  • Features:

    • Added object detection module from ZED SDK 3.0.
    • Updated with API rework from SDK 3.0.
    • Added utils function in ZEDCamera.cs to save image, depth and point cloud: (Those functions are wrapped from ZED SDK C++ functions)
      • ZEDCamera.SaveCurrentImageInFile()
      • ZEDCamera.SaveCurrentDepthInFile()
      • ZEDCamera.SaveCurrentPointCloudInFile()
    • Update Layer system for rendering and AR planes to a single layer used (layer 30).
    • Merge Windows and Linux compatibility branches into a single one.
  • Bug Fixes:

    • Fixed display issue with spatial mapping (display/hide mesh was not working).
    • Fixed camera position when SVO is looping back and initial position is estimated. It was previously reset to identity, now it uses the detected position.
    • Fixed Mesh flip when saved into .obj file.
  • Compatibility:

    • Compatible with ZED SDK 3.0, CUDA 9.0, 10.0 and 10.2 on Windows and Linux
Assets 3
  • v2.8.3
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  • v2.8.3
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@obraun-sl obraun-sl released this Feb 11, 2020 · 97 commits to master since this release

2.8.3

  • Bug Fixes:
    • Fix potential compile issue with Oculus SDK
    • Fix MR headset latency correction when headset does not containes "windows" in their names
    • Merge PR to fix CreateTrackedObjectPrefab (Thanks to @Abrahamh08)
Assets 2

@ckorris ckorris released this Oct 10, 2019 · 103 commits to master since this release

2.8.2

  • Features:

    • Added OpenCV ArUco marker detection sample scene. If you've also imported the OpenCV for Unity package from the Asset Store, you can place objects in 3D where ArUco-stlye markers are detected.
    • Added brand new Mixed Reality calibration app as a sample scene. You can now calibrate the ZED with a tracked object for mixed reality VR capture, all from within the Unity editor.
  • Improvements:

    • Added Max Depth Range and Confidence Threshold options in ZEDManager's Advanced Settings
    • Added option to disable IMU prior setting in ZEDManager's Advanced Settings
    • Changed how meshes scanned with the Spatial Mapping feature were saved, to avoid them being flipped on the Z axis when re-imported
    • Added option to set which side of the ZED (left or right) that ZEDRenderingPlane retrieves. This also solved an issue where the right camera in the ZED_Rig_Stereo prefab would display the left feed when not in AR pass-through mode
  • Bug Fixes:

    • Fixed a crash that would happen if two ZEDManagers were set to use the same Camera ID
    • Fixed ZED_Rig_Stereo sometimes not outputting an image to the Game window in newer versions of Unity
    • Fixed ZED_GreenScreen prefab setting that caused the output to be displayed in only half the screen
    • Fixed depth values being incorrect for occlusion when using OpenGL instead of DirectX
Assets 3

@obraun-sl obraun-sl released this Jul 19, 2019 · 105 commits to master since this release

2.8.1

  • Improvements:

    • Updated ZEDControllerTracker:
      • Added input support for SteamVR plugin 2.0 and greater
      • Added ZEDControllerTracker_DemoInputs, which inherits from ZEDControllerTracker, but with generic button/axis check functions
      • These functions work whether using SteamVR or Oculus Unity plugins
      • Several scripts in Example scenes are now simplified to call these functions instead of having plugin-specific code.
    • Removed limit on how long ZEDManager would attempt to connect to the ZED camera - previously 10 seconds
    • ZEDTransformController, used to move object like the Planetarium and Movie Screen in example scenes, now takes into account the Reposition At Start feature added to ZEDManager in 2.8
    • Shader properties that are retrieved or modified more than once per scene now have their property IDs cached, saving lookups
    • ZEDManager can now be used outside of the included prefabs, and is more flexible when determining if it's in "stereo" mode (like the ZED_Rig_Stereo prefab) for loading AR pass-through features.
    • ZEDManager's process for closing cameras when the scene closes is now more stable
  • Bug Fixes:

    • Fixed ZEDControllerTracker's latency compensation feature moving the controller incorrectly when using ZED in third person
    • Fixed non-rendering Camera objects not getting properly disposed at scene close, causing performance issues after running scene in editor repeatedly
    • Camera Brightness adjustment now works in deferred rendering (Global Shader value)
    • Fixed #ZED_OCULUS compiler directive not getting activated when newer Oculus package is imported
    • Fixed newer Oculus package causing #ZED_STEAM_VR compiler directive getting activated when importing Oculus package. This would also happen when importing the OpenVR package in Unity 2019
    • Fixed ZEDControllerTracker not updating Oculus Touch controller position if only one controller is connected
    • Fixed ZEDSupportFunctions.GetForwardDistanceAtPixel not properly accounting for screen size
    • Fixed "ZED Disconnected" error message not being locked to the headset when using ZED_Rig_Stereo
    • Fixed Planetarium example scene being way too dark in deferred rendering
    • Fixed plugin not recognizing Dell VISOR or Lenovo Explorer WMR headsets when using them in SteamVR, or any WMR controllers at all.
    • Updated video stream link in Movie Screen example scene as the old video link was taken down (same video, new host)
    • Fixed SVO Loop feature not working when real-time mode is enabled
    • Fixed Multicam crash if both cameras share the same CAMERA_ID
Assets 3