Skip to content

Releases: needle-mirror/com.unity.polyspatial.visionos

3.1.1

13 Mar 22:02

Choose a tag to compare

[3.1.1] - 2026-03-06

Added

  • Added support for optimized Skinned Mesh Renderers (Skinned Mesh Renderers with Optimize Game Objects ticked true). This feature requires a change in editor version 6000.5.0a3 and above.
  • Added the ability to listen for asset clip status specifically instead of just preroll status with VisionOSVideoComponent.UpdateVideoAssetState. This allows for figuring out if a video player is stalling, paused, or playing.

Fixed

  • Fixed failure to use vertex colors in shader graphs when running over Play to Device (seen when using Bake to Mesh particles).
  • Fixed a possible memory leak when looping video players were deleted and created.
  • Fixed a crash/hang that can occur in Hybrid mode when the user opens Control Center while a Metal volume camera is rendering.
  • Fixed prerolling edge cases and improved prerolling stability.
  • Fixed a crash that can occur when PolySpatial setting GPU Mesh Transfer is used with VisionOSVideoComponent.
  • Fixed failure to render sprites.

3.1.0

23 Feb 22:18

Choose a tag to compare

[3.1.0] - 2026-02-20

Added

  • Added support for optimized Skinned Mesh Renderers (Skinned Mesh Renderers with Optimize Game Objects ticked true). This feature requires a change in editor version 6000.5.0a3 and above.
  • Added the ability to listen for asset clip status specifically instead of just preroll status with VisionOSVideoComponent.UpdateVideoAssetState. This allows for figuring out if a video player is stalling, paused, or playing.

Fixed

  • Fixed failure to use vertex colors in shader graphs when running over Play to Device (seen when using Bake to Mesh particles).
  • Fixed a possible memory leak when looping video players were deleted and created.
  • Fixed a crash/hang that can occur in Hybrid mode when the user opens Control Center while a Metal volume camera is rendering.
  • Fixed prerolling edge cases and improved prerolling stability.
  • Fixed a crash that can occur when PolySpatial setting GPU Mesh Transfer is used with VisionOSVideoComponent.
  • Fixed failure to render sprites.

3.0.5

10 Jan 03:15

Choose a tag to compare

[3.0.5] - 2026-01-08

[3.0.3-pre.4] - 2025-11-19

3.0.3-pre.3

24 Oct 13:43

Choose a tag to compare

[3.0.3-pre.3] - 2025-10-22

[3.0.3-pre.2] - 2025-10-20

3.0.3-pre.1

15 Oct 00:25

Choose a tag to compare

[3.0.3-pre.1] - 2025-10-13

3.0.2

09 Oct 00:13

Choose a tag to compare

[3.0.2] - 2025-10-06

[3.0.1] - 2025-10-03

[3.0.0] - 2025-09-30

2.4.3

30 Sep 23:18

Choose a tag to compare

[2.4.3] - 2025-09-29

2.4.2

27 Sep 00:58

Choose a tag to compare

[2.4.2] - 2025-09-23

Fixed

  • Fixed issue where sprites and other meshes without vertex colors would appear black when using "GPU Mesh Transfer."
  • Fixed OpenWindow() and CloseWindow() in VolumeCamera not working.
  • Fixed issue where VisionOSVideoComponent didn't display anything on application startup.
  • Fixed failure to batch static GameObjects with lightmaps.
  • Fixed error merging static meshes with "GPU Mesh Transfer" enabled.
  • Reduced memory usage for meshes when "GPU Mesh Transfer" is disabled.
  • Fix an issue where compositor spaces would not properly re-enable in hybrid apps after resuming from the background.

Security

2.3.1

01 Aug 01:58

Choose a tag to compare

[2.3.1] - 2025-05-12

Added

  • VisionOSVideoComponent now has the capability to load a video clip from a URL instead of just a VideoClip. Additionally, a Preroll property allows the component to attempt to load the video clip before it plays it, to allow for smoother playback.
  • Added support for getting game controller input in visionOS 2.0. Apple changes 2.0 to allow use of game controllers to handle chrome interaction, which means that game controller input would almost never get to the application. Now we register intent to handle game pad inputs so that we can get controller input again.

Changed

  • The PlayToDevice app will now attempt to broadcast to any Unity editors on the local subnet. Upon success, an entry for the device will appear in the "Available Devices" list in the Play To Device panel.
  • RealityKit apps now send OnApplicationFocus and OnApplicationPause messages when the app changes its background state.

Fixed

  • Fixed swizzling of ambient occlusion term for standard lit materials (Unity uses the value of the green texture channel).
  • Fixed mesh corruption issue for meshes with blend shapes and multiple UV sets/vertex colors.
  • Fixed crash when converting LowLevelMesh instances (i.e., meshes transferred on the GPU) to shapes for MeshCollider instances.
  • Fixed issue with frame "hitches" (frame times 2x/3x target) when updating meshes via GPU transfer.
  • Improved performance of loading/instantiating collider meshes.

1.3.13

01 Aug 01:58

Choose a tag to compare

[1.3.13] - 2025-05-05