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Changelog — Hapbeat Unity SDK

Hapbeat Unity SDK release notes follow Keep a Changelog and Semantic Versioning.

  • Removed HapbeatManager.StopStreamWithFlush(). Stop an individual source with returned HapbeatStreamPlayback.Stop(); use StopStream() for all sources.
  • Endpoint Stream sessions linger for at least 300 ms after their last source, so newly added sources can join without a BEGIN / END round trip. Re-BEGIN to the same endpoint also waits 300 ms after END.
  • HapbeatStreamPlayback now has a stable lifetime Id and runtime-readable / writable Loop.
  • Route / device-address changes migrate an endpoint session without crossing END / BEGIN routes or losing cursor position.
  • Late-resolved endpoints start finite sources at frame 0 rather than sharing another endpoint’s progress.
  • Removed legacy relay APIs (HapbeatBridge, ConnectToBridge, and bridge configuration). WifiUdp is the only command transport.
  • Added simultaneous StreamClip output to multiple targets. Each PONG-resolved endpoint owns one wire stream; source Gain, Pan, Loop, and Stop remain independent.
  • Added HapbeatStreamPlayback.Status / DeferReason for unresolved addresses.
  • Added command-mode FIRE Pan (-1 left, 0 center, +1 right), requiring DEC-055-compatible device firmware for audible left/right change.
  • Standardized command transport as WifiUdp, removed legacy stream-unicast configuration, and fixed Unity 6000.0 LTS editor compatibility.
  • Improved unattended connection reliability, multi-homed-PC discovery, and Test Play delivery without requiring configuration changes.
  • Updated targeting and connection behavior for the current device-address model.
  • Maintenance release.
  • Added core SDK authoring and playback capabilities.
  • Initial public release.