Skip to content

Releases: Leuconoe/LiteRT-LM-Unity

v0.11.0c

17 May 00:47

Choose a tag to compare

v0.11.0c

Patch release focused on Android Whisper ASR GPU split execution and repeated-utterance latency.

Changed

  • Added native compiled-model caching for Whisper ASR smoke execution.
    • The first utterance compiles the encoder/decoder models.
    • Later utterances in the same app process reuse the compiled models instead of recompiling every run.
    • ASR JSON/status output now reports compiledModelCache as miss or hit.
  • Updated the Unity Android AAR with the cached Whisper ASR path.
  • Updated ASR smoke tooling to support repeated benchmark runs through -BenchmarkRuns.
  • Improved Whisper f32 encoder companion resolution so whisper_tiny_30s_f32_encoder.tflite is preferred while the legacy alias is still supported.
  • Restored the patch-based Unity AAR build flow so the LiteRT-LM submodule can be patched and rebuilt from the Unity repository.

Verified

  • Built the patched Android AAR successfully.
  • Built the Android ASR smoke APK successfully.
  • Ran whisper_tiny_30s_f32.tflite + whisper_tiny_30s_f32_encoder.tflite on the physical Qualcomm Android device with GPU_FP16.
  • 10-run ASR result:
    • run 1: compiledModelCache=miss
    • runs 2-10: compiledModelCache=hit
    • backend: GPU_ENCODER_CPU_DECODER
    • average elapsed: 2.372s
    • average compile: 0.153s
    • average encode: 0.097s
    • average decode: 1.959s

Notes

  • Whisper ASR GPU remains split execution: GPU encoder, CPU decoder.
  • whisper_tiny_30s_i8.tflite remains the smallest CPU default for Korean/English ASR.
  • whisper_tiny_30s_f32.tflite plus whisper_tiny_30s_f32_encoder.tflite is the recommended path for validating Whisper GPU ASR.

v0.11.0b

15 May 10:49

Choose a tag to compare

LiteRT-LM-Unity v0.11.0b

This release folds the ASR smoke-test checkpoint into main and refreshes the public documentation structure.

Added

  • Android ASR smoke-test support for Whisper and Parakeet validation flows.
  • Whisper Tiny Korean/English smoke coverage using whisper_tiny_30s_i8.tflite.
  • Parakeet English smoke coverage using parakeet_tdt_0.6b_v3_5s_i8.tflite.
  • Whisper Base reference support using whisper_base_30s_f32.tflite from litert-community/whisper-base.
  • docs/asr-details.md with ASR setup, benchmark results, and smoke-test commands.
  • docs/llm-details.md with LLM setup, benchmark results, and smoke-test notes.

Changed

  • README now links to LLM 세부 설명 and ASR 세부 설명 instead of exposing benchmark-specific document names.
  • README now documents that ASR models require a matching tokenizer under Assets/StreamingAssets.
  • Detail documents are organized as setup, benchmarks, then smoke tests, with benchmark information placed before smoke-test commands.
  • Older benchmark and handoff notes were moved under docs/.
  • Android AAR patch and smoke build tooling were refreshed for the current ASR test path.

Notes

  • Recommended ASR default: whisper_tiny_30s_i8.tflite for Korean/English Android CPU smoke testing.
  • parakeet_tdt_0.6b_v3_5s_i8.tflite remains English-only.
  • whisper_base_30s_f32.tflite is kept as a quality comparison model, not the default recommendation.
  • External generated/export folders are intentionally not included in this release commit.

v0.11.0a - support parakeet

15 May 07:31

Choose a tag to compare

v0.11.0 - LiteRT-LM Unity bridge

11 May 01:49

Choose a tag to compare

LiteRT-LM Unity v0.11.0

This release aligns the Unity integration version with LiteRT-LM v0.11.0 and refreshes the Android bridge from a clean Docker/AAR reproduction.

Highlights

  • Rebuilt Assets/Plugins/Android/litertlm-unity-bridge.aar from the LiteRT-LM submodule and Unity AAR patch workflow.
  • Fixed clean AAR builds by copying root Bazel inputs that were previously omitted from the patched workspace:
    • requirements.txt
    • all root PATCH.* files referenced by WORKSPACE
  • Kept all build scratch data inside the Unity workspace temp directory.
  • Verified the generated AAR can be consumed by Unity Android builds.

Verification

  • Removed project-specific Docker image/container state before reproducing the AAR build.
  • Ran Tools/Windows/Build-LiteRtLmUnityAarFromPatch.ps1 -BazelJobs 8 successfully.
  • Generated AAR: Builds/AndroidAar/litertlm-unity-bridge.aar (30,750,129 bytes).
  • Copied AAR into Assets/Plugins/Android/litertlm-unity-bridge.aar.
  • Built Unity Android smoke APK in batchmode with model.litertlm and GPU backend.
  • Generated APK: Builds/Android/LiteRtLmAndroidSmokeTest-model-GPU.apk (93,568,021 bytes).
  • Unity log confirmed Build Finished, Result: Success and LiteRT-LM Android AVD smoke APK built successfully.

Model Format Note

LiteRT-LM runtime code recognizes .task as a model format, and the Unity build scripts stage *.task files as StreamingAssets. The file still has to be LiteRT-compatible; non-compatible or metadata-incomplete task bundles can fail at runtime.

Build Notes

The Unity custom AAR patch is currently validated against the LiteRT-LM submodule used by this repository. Update the patch and rerun the clean AAR/APK checks when moving the submodule to a newer LiteRT-LM revision.

v0.1.0 - Initial Unity Editor test release

24 Apr 03:48

Choose a tag to compare

v0.1.0 - Initial Unity Editor test release

Clean first release of the LiteRT-LM Unity integration. The repository history is published as a single first commit and includes the Unity Editor validation path used to verify Windows Editor behavior.

Included

  • Unity sample scene and controller for running LiteRT-LM from the Editor.
  • Windows CLI fallback client for Unity Editor execution.
  • PowerShell sample runner for litert_lm_main.windows_x86_64.exe.
  • Batchmode Unity Editor self-test launcher.
  • Conversation test scene with 10 prompts covering short prompts, Korean input, mixed-language prompts, longer diagnostic prompts, and context recall.
  • Status-file and Unity Console debug logging for self-test progress.
  • UTF-8 stdout/stderr handling for Korean text and emoji output.
  • IME-aware IMGUI text fields for Korean prompt input.

Repository contents

  • Assets/StreamingAssets/model.litertlm is committed as the small test model.
  • Assets/StreamingAssets/model.litertlm.meta is committed for Unity asset stability.
  • Other StreamingAssets files are ignored by default, including downloaded models, generated cache files, and runtime cache metadata.
  • Generated .xnnpack_cache files are not part of this release.

Validation

Validated in Unity 6000.4.4f1 using the Windows Editor batchmode test path:

.\Tools\Windows\Run-LiteRtLmEditorSelfTest.ps1 `
  -MaxAttempts 1 `
  -ExecuteMethod 'LiteRTLM.Unity.Editor.LiteRtLmBuild.RunWindowsConversationSceneTestBatchmode' `
  -StatusRelativePath 'Builds\Logs\LiteRtLmConversationTest.status.txt' `
  -TestName 'Unity conversation scene test'

Result:

  • Unity domain reload completed before the scene test.
  • 10/10 conversation turns completed.
  • Final context recall returned LRT-CTX-042.
  • Unity process exit code was 0.

Notes

  • The Windows Editor path starts the CLI process through the PowerShell wrapper for stability.
  • Conversation continuity in the Editor fallback path is maintained by injecting summarized prior turns into each subsequent prompt.
  • Large local models such as gemma-4-E2B-it.litertlm can be used for manual testing, but they are intentionally not committed.