Releases: DisplayXR/displayxr-unity
Releases · DisplayXR/displayxr-unity
DisplayXR v1.15.0
Release 1.15.0
DisplayXR v1.14.0
[1.14.0] - 2026-06-01
Added
- Fullscreen 2D-surround region-editor support for the transparent overlay (#131): opt-in
displayxr_set_fullscreen_overlay_prefbirths the overlay covering the monitor minus 1px (DWM-composited, covers the taskbar); newdisplayxr_set_overlay_cursorfor app-driven overlay cursor shapes. displayxr_get_canvas_rect_pxbinding + sub-rect-aware cyclopean raycast inDisplayXRTransparentOverlayso LMB-rotate works with an active canvas sub-rect (#131).
Fixed
- Startup white flashes + hang with a fullscreen transparent overlay: an exact-monitor window tripped Windows fullscreen-optimization / independent-flip (DWM-alpha bypass); the overlay is now born 1px short of the monitor to stay DWM-composited (#131).
Changed
- Coarse
[+ms]relative timestamps on every native log line.
DisplayXR v1.13.0
[1.13.0] - 2026-05-31
Added
- Per-pixel surround click-through mask:
displayxr_set_overlay_surround_mask(mask, mask_w, mask_h, dst_x, dst_y, dst_w, dst_h)registers the exact shape of a 2D surround element (e.g. a comic bubble with a triangular tail) as an alpha mask, RLE-unioned into the transparent-overlaySetWindowRgnregion so the empty area beside the shape keeps routing clicks to the desktop — which the single bounding rect (displayxr_set_overlay_surround_rect) could not express. Windows hooked path; macOS resolves via the C# EntryPointNotFound fallback. (#131)
DisplayXR v1.12.0
[1.12.0] - 2026-05-31
Fixed
- Sub-rect-aware Kooima — physically-correct 3D inside the 2D-surround canvas sub-rect (the frustum/FOV + convergence are now computed for the sub-rect the content actually weaves into, not the full window; no change when no canvas rect is set). (#131)
DisplayXR v1.11.0
[1.11.0] - 2026-05-30
Added
- 2D surround on the hooked path (#131): high-res 2D content composited post-weave over the woven 3D. A D3D12 fence-synced surround manager +
DisplayXRSurroundcomponent render a full-resolution 2D layer (e.g. a text bubble) over the woven stereo image, confined to a canvas sub-rect. (#131) - 2D surround on the standalone session too — works in both Editor Preview and Play Mode. (#131)
- Surround foundation: v7 extension typedefs + hooked canvas-rect re-apply. (#131)
Fixed
- macOS build: guard Win32-only
sa_push_canvas_rect_to_runtimecalls so the standalone build compiles on macOS. (#131) - Sub-rect-aware transparent-overlay click-through and a solid silhouette mask for the surround region. (#131)
- Silhouette mask: pin clip-space z so the near/far planes don't carve wedges out of the mask. (#131)
- Surround no-bubble: size the layer to the HWND weave target instead of the panel dimensions. (#131)
DisplayXRSurroundretries setup until the display dimensions are valid. (#131)- Standalone runtime load failing with
ERROR_MOD_NOT_FOUND(126) via an altered-search-path fix. (#131)
Changed
- Documentation (CLAUDE.md): streamlined build steps, pruned runtime cruft, and documented independence from the runtime
versions.jsonmatrix.
DisplayXR v1.10.0
DisplayXR v1.9.0
[1.9.0] - 2026-05-25
Added
- Rig-level post-process FXAA anti-aliasing pass (
DisplayXRPostAA) with apostProcessAntiAliasingtoggle on DisplayXRCamera/DisplayXRDisplay. (#121)
Fixed
- Preview-path silhouette aliasing via MSAA intermediate atlas RT. (#120)
Changed
- Post-process anti-aliasing now defaults to ON on DisplayXR rigs. Unity drops MSAA on the XR eye render target (submits sampleCount=1 on D3D12 and Vulkan), so the plugin applies an FXAA pass to restore soft edges. This is a behavior change for existing projects (an extra per-eye blit, negligible cost). Built-in Render Pipeline only — under URP/HDRP
OnRenderImagedoes not fire and the pass is a no-op; disable per-rig via the inspector toggle if not wanted. (#121)
DisplayXR v1.8.1
[1.8.1] - 2026-05-23
Fixed
- Edit Mode preview: gizmo now updates real-time during window drag. (#119)
DisplayXR v1.8.0
[1.8.0] - 2026-05-23
Added
- Window-relative gizmo + real-time resize intercept: per-eye Kooima frustum gizmos now track the standalone preview window during resize/move, with the resize intercept pushing canvas updates so visualization stays in sync with the live render canvas. (#111, #118)
Changed
- Documentation: updated deployment notes for the post-#263 plug-in architecture. (#117)
DisplayXR v1.7.3
[1.7.3] - 2026-05-21
Added
- Scene-view per-eye Kooima frustum gizmos for visualizing stereo projection in the editor. Extended to N views via standalone preview state, with display-centric m2v + scale-as-zoom applied and gating reworked so selection drives Edit Mode while the active rig drives preview. Includes filled-sphere eye glyphs (bumped to 3 cm) for visibility and accepts untracked-but-valid sim_display poses. (#111)
Fixed
- macOS URP centering: N-view Kooima path now includes URP head-pose compensation so URP scenes render centered. (#115)
- Play Mode default-to-2D + macOS window-relative Kooima in built apps.
- Kooima frustum: near + far planes are now parallel to the display. (#111)
- Stale native bundle: catch
EntryPointNotFoundExceptionso older binaries fail gracefully. (#111) - Guard hit-mask push for macOS compile. (#111)
Changed
- Ship CI-built macOS bundle with N-view accessor. (#111)