Releases: Leuconoe/LiteRT-LM-Unity
v0.11.0c
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
compiledModelCacheasmissorhit.
- 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.tfliteis 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.tfliteon the physical Qualcomm Android device withGPU_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
- run 1:
Notes
- Whisper ASR GPU remains split execution: GPU encoder, CPU decoder.
whisper_tiny_30s_i8.tfliteremains the smallest CPU default for Korean/English ASR.whisper_tiny_30s_f32.tflitepluswhisper_tiny_30s_f32_encoder.tfliteis the recommended path for validating Whisper GPU ASR.
v0.11.0b
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.tflitefromlitert-community/whisper-base. docs/asr-details.mdwith ASR setup, benchmark results, and smoke-test commands.docs/llm-details.mdwith LLM setup, benchmark results, and smoke-test notes.
Changed
- README now links to
LLM 세부 설명andASR 세부 설명instead 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.tflitefor Korean/English Android CPU smoke testing. parakeet_tdt_0.6b_v3_5s_i8.tfliteremains English-only.whisper_base_30s_f32.tfliteis 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
Full Changelog: v0.11.0...v0.11.0a
v0.11.0 - LiteRT-LM Unity bridge
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.aarfrom 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 byWORKSPACE
- Kept all build scratch data inside the Unity workspace
tempdirectory. - 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 8successfully. - Generated AAR:
Builds/AndroidAar/litertlm-unity-bridge.aar(30,750,129bytes). - Copied AAR into
Assets/Plugins/Android/litertlm-unity-bridge.aar. - Built Unity Android smoke APK in batchmode with
model.litertlmand GPU backend. - Generated APK:
Builds/Android/LiteRtLmAndroidSmokeTest-model-GPU.apk(93,568,021bytes). - Unity log confirmed
Build Finished, Result: SuccessandLiteRT-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
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.litertlmis committed as the small test model.Assets/StreamingAssets/model.litertlm.metais committed for Unity asset stability.- Other
StreamingAssetsfiles are ignored by default, including downloaded models, generated cache files, and runtime cache metadata. - Generated
.xnnpack_cachefiles 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.litertlmcan be used for manual testing, but they are intentionally not committed.