2.0.0¶
Starting from SDK version 2.0, EasyAR family will have two products, EasyAR SDK and EasyAR CRS (cloud recognition service). And EasyAR SDK will have two editions, EasyAR SDK Basic and EasyAR SDK Pro.
EasyAR SDK 2.0 Pro is a brand-new edition that will have all and more features compared to EasyAR SDK Basic. EasyAR SDK Pro is not free, pricing and payment details and further information are listed on EasyAR website. You can also have a free trial. Each app will have limited startup times every day in the trial period.
EasyAR SDK Pro have these brand-new features,
3D Object tracking
Recognize and track a common 3D object with textures in real time.
SLAM
Monocular real-time 6 DOF camera pose tracking.
Screen recording
Highly efficient and simple content recording solution.
EasyAR CRS is a cloud service for image recognition, it is now open to public at China, and will be opened to global within the next a few weeks. Global users can use service located in China but we suggest to wait for our announcement for better experience. EasyAR CRS is not free, pricing and payment details and further information are listed on EasyAR website. You can also have a free trial at zero cost.
EasyAR SDK 2.0 Basic is the upgrade version of EasyAR SDK 1.x. It is free for commercial use and we are not adding any limitations or watermarks into it. And all features inside EasyAR SDK 1.x are still available. EasyAR SDK 2.0 Basic has gained lots of improvements. Major highlights are,
Workflow and API changes
EasyAR is on the way of evolution, new workflow will have more flexibility. We are working on the One Stop Solution which will bring more and more flexibility in the 2.0 life cycle. This change is not quite obvious in the Unity API, but some component names have already changed.
New language bindings
EasyAR SDK now exports pure C interface for best compatibility, and have more coding languages support, including C/C++11/traditional C++/Java for Android/Objective-C for iOS. All bindings have a sample to demonstrate the basic usages. We are still adding more languages which will be released in later minor versions.
Cloud recognition support
EasyAR SDK now have built-in cloud recognition support.
Many other improvements and bug fixes and compatibility improvement
We have improved QR code detection and some API flexibilities. Bugs including ill display on some Android devices and some memory issues are fixed. We have also improved compatibility with AMD CPU, Unity3D and Google VR SDK.
Detailed changes are as bellow,
++ new language bindings: C/C++11/traditional C++/Java for Android/Objective-C for iOS++ samples for all language bindings and different IDE++ workflow and API changes++ cloud recognition++ 3D tracking (pro)++ SLAM (pro)++ Screen recording (pro)+ export c API in SDK, make it easier to import into other languages on all platforms+ added camera permission request API+ added camera zoom API+ improved QR code detection+ optimized memory footprint+ Unity: added default target found/lost behavior+ Windows: DLLs are now independent from CRT+ Windows: added two samples, one for API usage and one for Qt5 integration+ Android: added support for custom loading path and optional loading for native libs- Unity: removed most non-behaviour API (all functions are moved into behaviours)* fixed AMD CPU compatibility* fixed GL status pollution when render camera image in some conditions* fixed black block before video starts to play* Unity: fixed target load status always return true in Unity 4.x* Unity: fixed flicker on Unity 5.0.0 and some other versions* Windows: fixed crash when window close in some conditions* Android: fixed camera close delay after calling close in some conditions* Android: fixed crash when calling camera APIs from native threads* Android: fixed memory jitter and frequent GC* Android: fixed camera display on some devices* Android: fixed loading and tracking for some type of PNG images* iOS: fixed random crash when camera close in some conditions* iOS: fixed uncaught exceptions (usually domain error) when using together with some other SDKs (e.g. Google VR SDK), caused by incompatible RTTI configurations* iOS: fixed video player position time unit