Skip to main content[2.1.2] - 2025-10-21
Added
- In Unity 6.0 or newer, an error will be displayed if RenderGraph is enabled without compatibility mode.
[2.1.1] - 2024-12-09
Fixed
- Issue with Unity crashing when the LIV App had not been setup.
[2.1.0] - 2024–09-30
Added
- Updated UI and visual design for LIV component editor.
- UI toggle enabling override of output alpha with depth buffer.
- Feature flag to observe enabled/disabled status of LIV avatar.
- Changelog file to project.
- Improved error handling for incorrect build targets.
- Improved handling of service initialization errors.
- Default LIV settings asset.
Fixed
- Spam warnings generated from calling a LIV function from OnValidate.
- Internal bugs.
- Issue with generation of LIV settings object.
- Bugs in SDK renderer.
[2.0.2] - 2024-06-18
Fixed
[2.0.1] - 2024-06-18
Fixed
[2.0.0] - 2024-11-2024
Added
- Support for Meta Presence Platform Passthrough, Scene Anchors, Hand Tracking
[1.5.3]
Changed
- LIV SDK bridge is excluded from non-windows platforms.
- Moved all strings to editor only to prevent garbage collection.
- Fixed undefined bridge state handling.
- Universal render pipeline reporting.
- Improved code readability and internal behavior.
[1.5.2]
Added
canSetPose for detecting if the game can change the pose during runtime.. It can be accessed from liv.render.canSetPose.
[1.5.1]
Added
- Added universal render pipeline support
Changed
- Changed approach to extracting alpha information for the foreground layer of LIV; should fix foreground compositing behaviour for most titles, including those on deferred rendering pipelines.
- Near and far frustum parameters for LIV’s camera are now driven by the game’s HMD camera, and can be manually controlled using
LIV.render.cameraInstance.farClipPlane & nearClipPlane
- Modified SetPose to be world space by default.