Introducing the High-Fidelity Room API allows developers to access a representation of the room that extends the existing single floor, ceiling and walls data structure. It provides a more detailed version of the room layout that allows features such as multiple floors, columns, and slanted ceilings to be queried by the developer. More information at:
https://developers.meta.com/horizon/documentation/unity/unity-scene-roommesh. New SceneModel parameter in LoadSceneFromDevice() allowing explicit control over which scene model to load (V1, V2, or V2FallbackV1) independent of global settings
Added Vulkan rendering support for Passthrough Camera Access (PCA) GPU processing, alongside OpenGLES3 support.
PCA now supports different aspect ratios beyond 4:3
Added optional cameraPose parameter to ViewportPointToRay() and WorldToViewportPoint() for cached pose usage
Added Project Setup Tool rule to auto-enable PCA permission
Added to the SceneNavigation API a new overload method to generate navmeshes in a staggered approach. This allows it to build room's navmeshes in an incremental way, so that they can be independently recalculated when rooms are added/removed
Added a new API called “SetCustomWorldLockAnchor” that can be used in colocated experiences that don’t have a scene scanned by allowing the host to share a shared spatial anchor to guests. All participants will be world locked to this anchor.
Deprecated FloorAnchor/CeilingAnchor in favor of FloorAnchors/CeilingAnchors lists to support multiple floors/ceilings
Deprecated GetRoomOutline() (returns empty list when multiple floors exist)