Vuforia Engine Release Notes

STATISTICS ›

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  • On devices with outdated Intel AVStream camera drivers, the camera feed sometimes freezes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