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Everything posted by Daniel_Y

  1. It is same as Comos but Elite would not work with SRWorks.
  2. SRWorks Experience demo needs SteamVR, mainly for controller usage. I did the following steps with Unity 2019.3.1.f1/SRWorks and it works. Step 1: import Vive-SRWorks-Unity-Plugin.unitypackage Step 2: restart Unity Step 3: Import SteamVR from Unity asset store Step 4: import Vive-SRWorks-Unity-Experience.unitypackage Step 5: open scene Demo.Unity Step 6: Play
  3. Yes, you did. Here is an illustration may offer clearer explanation, https://math.stackexchange.com/questions/2247039/angles-of-a-known-3d-vector
  4. You could download SRanipal Runtime and SDK from here, https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/ After install VIVE_SRanipalInstaller_1.1.2.0.msi, you could refer to UE sample enclosed in SRanipal_SDK_1.1.0.1.zip
  5. There is no direct angle mapping between pupil position in sensor and gaze vector. Pupil position in sensor is mainly used for positioning HMD up/down/left/right in calibration process to make user's eyes in correct position, i.e.: make pupil in the center of sensor.
  6. May know what HMD, Cosmos/Vive Pro, you use? which SRWorks and Unity version? Does the pre-built demo work?
  7. Has it succeeded before or it always fails?
  8. You could download SRanipal SDK here, ttps://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/, which encloses Unreal sample.
  9. Convergence Distance is not supported so convergence_distance_validity returns false, i.e. the value of convergence_distance_mm is not meaningful. However, CombinedEyeData.eye_data is supported. Generally, could check eye_data_validata_bit_mask to determine if the corresponding data is meaningful at calling time.
  10. Sorry, the previous description is not clear enough. The vector magnitude of x, y, z is in range [0,1] and with a direction represented in +/-. Why you use pupil position, typically it is used for positioning HMD.?
  11. "SingleEyeData eye_data" inside the CombinedEyeData is valid though convergence_distance is invalid. The "combined" gaze is described as the figure below. Suggest to use "combined" gaze to determine what you are looking at.
  12. Are u using Unity? If so, you could take a look at EyeFocusSample enclosed in Unity Plugin
  13. You may refer to the guide enclosed in Sample Code Project: Experience Demo (Unity Code) for v0.8.0.2 here first, https://developer.vive.com/resources/knowledgebase/download-vive-srworks-sdk-0-8-0-2-demo-unity-code-early-access/, although it is a little out of date. We will update it in the next version soon.
  14. The coordinate system is with respect to the system origin as the figure below. "normalized" means x, y, z of gaze vector is in the 0~1, i.e. a unit vector in Cartesian coordinate. Regarding the normalized pupil position, (0, 0) is the top left of sensor area and (1, 1): is the bottom right of sensor area,
  15. Have you tested SINGLE_EYE_DATA_EYE_OPENNESS_VALIDITY before retrieve openness value? @kbombeke
  16. In Unity 2018 or 2019, please set the following player setting: Project settings > Player > Other settings > Configuration > Api Compatibility Level: .NET 4.x as the below figure.
  17. only sample_7? what SRWorks and Unity version you use? @Vive
  18. Could the Unity pre-built demo program run on your PC? @もりぞぅ
  19. Could you provide the logs existing in this folder, $(drive)\Users\$(name)\AppData\LocalLow\HTC Corporation\SR_Logs
  20. Yes, here is download site, https://developer.vive.com/resources/knowledgebase/vive-srworks-sdk/ @forestluch
  21. @mkn, No - at this time SRWorks is a desktop only SDK that supports Vive Pro/Eye and Cosmos as of this point.
  22. Not sure what video means. Would you describe your use scenario? Have you tried Focus sample enclosed in SRanipal Unity plugin? @ryankirkpatrick
  23. Which SRWorks and Unity version are you using? @njs528
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