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Everything posted by Corvus

  1. @mattia.barbieri91 Yes it is possible, please see the documentation for more information.
  2. Yes, that should work if you are using v1 data. If you are using v2 make sure to use 'SRanipal_Eye_v2'. // make sure the framework status is WORKING SRanipal_Eye_Framework.Status == SRanipal_Eye_Framework.FrameworkStatus.WORKING // pass the verbose data SRanipal_Eye.GetVerboseData(out verboseData); // v1 // SRanipal_Eye_v2.GetVerboseData(out verboseData); // v2 // read the necessary data pupilDiameterLeft = verboseData.left.pupil_diameter_mm; pupilDiameterRight = verboseData.right.pupil_diameter_mm;
  3. You need to update the eyeData with GetVerboseData(). Please check the sample code. Also can be helpful to check the framework status is working before updating the data. SRanipal_Eye.GetVerboseData(out verboseData);
  4. @egeelg There is a timestamp API in the eye tracking SDK. Developers can also use the Tobii XR SDK with the VIVE eye tracking SDK.
  5. @neomimiz Can you share the full code snippet? Is the demo application working properly for you?
  6. @apellisscot I don't think this is an issue with the system specs. Make sure you're running in Performance mode and all battery optimizations are off (and laptop plugged in). Maybe create a SteamVR system report and share that to be sure.
  7. @Federica Pupil position in sensor area is mostly used for calibration. It sounds like you are trying to measure gaze positions which can be done with gaze vectors.
  8. @apellisscot Demo attached (rename .zip). Eye Tracking 120hz Test.zip_
  9. @apellisscot Here are my specs and I'm getting 8/9ms updates (~120hz). DM me if you would like a build to test/verify with. Windows 10 Intel i7-9750H 16GB Ram RTX 2070 Max-Q Unity 2019.4.17f1 using UnityEngine; using ViveSR.anipal.Eye; using System.Runtime.InteropServices; using UnityEngine.UI; /// <summary> /// Example usage for eye tracking callback /// Note: Callback runs on a separate thread to report at ~120hz. /// Unity is not threadsafe and cannot call any UnityEngine api from within callback thread. /// </summary> public class
  10. @apellisscot I have gotten 120hz on similar specs but will try to verify/send a build for you to test. Also, can you share any info about your "EyeMeasureDataWriter"? If it's running on the Unity main thread it will be limited to the update loop hz.
  11. v2 added more face blend morphs (EyeExpression expression_data) but otherwise SHOULD be the same. There was a report recently of v2 eyedata timestamp reporting differently than v1 timestamp, if so that would be a bug and will try to get fixed in next release.
  12. VIVE Eye Tracking at 120hz Note: First setup the VIVE Eye Tracking SDK and verify basic functionality (calibration & demo scene) Note: Callback runs on a separate thread to report data at ~120hz Note: Unity is not thread-safe and cannot call any UnityEngine api from within callback thread. Unity Guide Setup Project for Eye Tracking Import VIVE Eye Tracking SDK Unity Plugin (SRanipal) Add the SRanipal Eye Framework to the Unity scene Drag "SRanipal Eye Framework" prefab into scene hierarchy
  13. @jaalto1 are you removing the HMD during calibration? Generally the notification icon is just for monitoring the status of the runtime and generating the logs. If the calibration is progressing or the sample app is functioning then it is not necessary to remove the HMD and check the icon.
  14. @jaalto1 Thanks for sharing feedback about the Getting Started Guide. The guide you linked is actually maintained by Tobii (our partner) and is aimed at developers who will use the SDK (software development kit). The robot icon eyes will only turn green when the eye tracking is active (such as during calibration or while running a game/app that uses eye tracking). Also, make sure you are not moving your head during the calibration step, and only following the dot with your eyes. Vive Pro Eye Setup: https://www.vive.com/us/support/vive-pro-eye/category_howto/setting-up-for-the-f
  15. @jc10487 I'll look into this further and follow up.
  16. @LochoChoco Yes, that should be the latest. Did you run the uninstaller and/or use the uninstall reg tool? And make sure to restart the PC after it is uninstalled.
  17. @jc10487 Sorry for any confusion. Yes, Wave SDK is for android.
  18. @jc10487 It is possible to disable the render mask with the Wave XR Plugin. The Unity OpenXR Plugin is still in preview and maintained by Unity so any bugs or feature requests should be made directly. https://hub.vive.com/storage/docs/en-us/UnityXR/UnityXRSettings.html#rendermask
  19. @LochoChoco Can you confirm that you are using the latest runtime installer?
  20. @adrianmeyerart Viveport does not support .OBB expansion files yet but there is no .APK file size limit. The DRM wrapper can only support up to 50GB files but games can use the SDK DRM option if that is an issue.
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