Key Features
Mixed Reality Capture
- Creates seamless real-time MR capture by blending the player’s real-world video with virtual VR environments.
- Supports two capture workflows:
- Background-only Capture: Isolates the background layer for compositing.
- Full Composition: Combines real and virtual elements into a unified view.
Customizable Capture Methods
Choose from three capture methods that balance performance, transparency| Capture Method | Performance | Transparency | Post-Processing | Use Case |
|---|---|---|---|---|
| LivCaptureSingle | Fastest | ❌ | ✅ | Best for performance-critical scenarios where transparency and layering are not required. |
| LivCaptureGlobalClipPlaneNoPostProcess | Moderate | ✅ | ❌ | Use for transparent materials when post-processing effects (ex: bloom) are not needed. |
| LivCaptureGlobalClipPlanePostProcess | Slower | ✅ | ✅ | Use when full transparency and post-processing effects (ex: reflections, bloom) are required. |
| LivCaptureBackgroundTransparency (WIP don’t use) | Moderate | ✅ (Background) | ❌ | Captures only the background layer with transparency. The player remains excluded. |
| LivCaptureMulti (WIP don’t use) | Moderate | ✅ | ✅ | Use for multi-layer captures where both transparency and post-processing are needed. |
Meta Presence Platform Integration (Unreal Engine 5.4+)
When using Unreal Engine 5.4 or later, the LIV SDK connects with Meta’s Presence Platform via the Meta Fork to deliver these advanced Mixed Reality features:- Passthrough: Seamlessly blend the real environment with virtual content in real-time.
- Spatial Anchors: Lock virtual objects to specific points in the real world.
- Scene API: Harness real-world spatial data to create dynamic MR experiences.
Device and Platform Compatibility
Supported Unreal Engine Versions| Version | Supported Features |
|---|---|
| 4.26 to 5.4 | MR capture for Green Screen and immersive workflows. |
| 5.4+ (Meta Fork & Stock Engine + MetaXR plugin) | Supports Meta Presence Platform (Passthrough, Anchors). |
- DirectX 11: Required for all LIV functionality.
- Note: DirectX 12 is not supported. Use DirectX 11 via Unreal’s Project Settings.
- Windows OS: Supported for development and deployment.
- VR Headsets: SteamVR-compatible devices for camera tracking (Oculus Quest, HTC Vive, Valve Index, etc)
What’s Included in the LIV SDK?
The LIV SDK includes these essential components for Unreal Engine integration:- Core Plugin Files:
-
LIV.uplugin: Unreal Engine plugin definition file. - Source Folder: C++ source code for MR functionality.
-
Content Folder: Essential assets (ex: shaders, configuration files).

-
- Configuration Tools:
- Settings for capture methods, and clipping planes. (Ignore “Transparency” option)
- Compatibility settings for Meta Presence Platform features.
