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Mobile SDK 3.2: offline queue, a new camera pipeline and 40% less weight

In the new release a check survives a dropped connection, the camera pipeline is rewritten, and the SDK footprint drops sharply.

Sardor OchilovHead of integrations
In this article

In short

  • A dropped connection no longer loses the check: the result queues on device and ships when the network returns.
  • The camera pipeline was rewritten, so frame preparation no longer blocks the main thread.
  • SDK size fell by 40% and app start time dropped noticeably.

Release 3.2 was not about new features. It was about making the existing flow dependable on a bad network and on a cheap device. Internet that dies in a metro tunnel, or a three-year-old phone, is not an edge case for us — it is the normal condition.

The offline queue

Previously, losing connectivity mid-check forced the user to start over. Now the prepared payload is held in an encrypted on-device queue and sent automatically as soon as the link is back.

  • The queue is stored encrypted and survives a device restart.
  • Every entry has a lifetime, and expired entries are dropped on their own.
  • Retrying is safe: the server never counts the same payload twice.

The new camera pipeline

Frame preparation, cropping and normalisation now run off the main thread. The UI stops stalling, and preview frame rate stays stable even on low-end hardware.

−40%

SDK size

−260ms

Start-up time

30fps

Stable preview

3.2

Release

Migration

The public API did not change, so for most partners migration is a version bump. One parameter was renamed, and only for teams that configured the camera by hand.

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