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Corvus

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Everything posted by Corvus

  1. @KatAsunder It looks like you are trying to use OpenVR/SteamVR on android. SteamVR does not support android and does not provide android library files, only windows DLL. Please remove, comment out, or use scripting define symbols to ensure SteamVR only is used on Windows.
  2. @razoredge @pascalvanbeek The server issue has been fixed. Thanks for reporting.
  3. @tedw4rd Can you share a code snippet for the blit? And are you using single-pass or multi-pass rendering? Also, you can find more info about the Wave SDK/Unity rendering here: https://hub.vive.com/storage/app/doc/en-us/WaveVR_Render.html
  4. @tchiyab 1. Open the html page here and navigate via browser. The shortcut in the folder is called 'Document_Unity": 3. When the eye tracking loses the pupil (eye closed, eyelash, etc.) it will report not valid but still provide raw data. For the other question, can you clarify what you are asking?
  5. @fvfrfr Thanks for sharing logs, we'll take a look. In the meantime, would it be possible to try with another PC? Also, here are some steps to try disabling updates. Steps to Disable Vive Pro Eye Tracking (SRanipal runtime) auto updates - Navigate to "SR_Config" folder %userprofile%\AppData\LocalLow\HTC Corporation\SR_Config - Open "SRanipalConfig.ini" with a text editor - Change Auto Update value from 1 to 0 EanbleRuntimeAutoUpdate=0 EanbleFirmwareAutoUpdate=0 - Save Changes
  6. @tchiyab The pupil will never be 0, you will want to use eye openness to measure blinking. https://en.wikipedia.org/wiki/Pupil Check for eye openness < 0.1f as a starting point for measuring blinks. This post has sample code I have used to detect blinks (with Unity):
  7. @tchiyab 1. I'm doing an experiment using HTC PRO EYE and Unity and I am looking for a "glossary of term" that will help me understand the meaning of each variable, and the scale of possible values. Can you refer me to a relevant link? (For example for variables: Pupil Position, Pupil Diameter, validation) Please refer to the documentation and diagrams for helpful information. The Eye Tracking SDK documentation is included with the SDK download. //via verboseData pupil_diameter_mm // pupil diameter in millimeters (~2.5) pupil_position_in_sensor_area // pupil position relative to lenses (0.5,0.5 is center) eye_openness // eye openness (0 closed, 1 open) gaze_origin_mm // millimeter position of cornea center relative to each lens center (~ 30,-1,-25/-30,1,-25) gaze_direction_normalized // gaze direction vector convergence_distance_mm // currently not implemented SRanipal_Eye.Focus // check current object collider in focus GetValidity // data validity bitmask SRanipal_Eye.LaunchEyeCalibration(); // eye calibration SetEyeParameter / GetEyeParameter // filtering level SRanipal_Eye_Framework.Instance.EnableEyeVersion // framework version SRanipal_Eye_Framework.Instance.StartFramework(); // start framework SRanipal_Eye_Framework.Instance.StopFramework(); // stop framework SRanipal_Eye_Framework.Status // framework status 2. I am looking for a variable that will return information about the confidence level of the pupil recognition. I thought that - .eye_data_validata_bit_mask Will help me, but it gives me a constant result of = 31. Can you help me understand this better - I have a problem identifying the variable or saving the data? The eye tracking SDK reports a validity bitmask for the API calls. Unity Example: if (verboseData.left.GetValidity(SingleEyeDataValidity.SINGLE_EYE_DATA_PUPIL_DIAMETER_VALIDITY) && verboseData.right.GetValidity(SingleEyeDataValidity.SINGLE_EYE_DATA_PUPIL_DIAMETER_VALIDITY)) textDiameter.color = Color.black; // pupil diameter valid 3. Is there a way to display in Unity real time information about eye movements (E.g. ray, Heatmaps) without it being displayed to the player? but only on the main computer? Yes, generally you will create a camera and render it to the main display. Unity Example: Set “Target Eye” parameter on the camera component to “None (Main Display)”.
  8. @FdlDeveloper Have you changed any build settings with the new project? Are you building x64 and is stripping disabled?
  9. @ori333 Are you referring to the external forward facing cameras? Yes, developers have access to the camera. For Focus Plus you will need to use the Wave SDK, relevant camera api here: https://hub.vive.com/storage/app/doc/en-us/Sdk_WvrCamera.html For VIVE Pro Eye you will want to use the SteamVR api or SRworks: https://developer.vive.com/resources/vive-sense/sdk/vive-srworks-sdk/
  10. @Valvoa What version of UE4 are you using and what version of Wave SDK?
  11. @StefanPezzei Can you share a code snippet or are you using the sample code I provided?
  12. @Stanislav Kostikov The camera is generally controlled by the HMD position. Just to make sure, is your room calibrated and floor height set? And is this a standing or sitting experience?
  13. @JPalmer8 Thanks for sharing all the details. The team will look into this. Also, if you like there are some troubleshooting steps here that you may find helpful to try out: @Tony PH Lin
  14. @JPalmer8 Okay. And just to check, do you have admin rights on your PC? and can you launch the runtime as admin? (quit runtime if open, right click runtime icon and 'run as admin').
  15. @Stanislav Kostikov You will need to integrate the Wave SDK to enable stereo rendering on the VIVE Focus. If you are trying to display a 2D app in floating window style that is not officially supported but can be enabled and experimented with.
  16. @r09 This is for the AndroidManifest.xml file. You can find further info in this guide:
  17. @emirfreshfx Okay I'm also seeing the issue where navigating to the link directly doesn't work! That's not good. Sorry for any confusion, it seems there is an issue with the new dev resources website.
  18. @JPalmer8 what version of the runtime are you using? Can you try updating to the latest? Or uninstall your current version and install the latest.
  19. @adriang I often wear glasses when testing/developing with pro eye and have not noticed any difference in eye tracking quality. Mainly I would avoid using split bifocal style glasses with eye tracking but otherwise haven't seen any issues reported.
  20. @JPalmer8 The latest version of the runtime allows you to browse and select a folder to save to.
  21. @emirfreshfx That's very strange, the link appears working fine for me and others. Can you confirm what browser you are using?
  22. @jc10487 Currently there is no official access to further calibration data beyond what I mentioned in the last post. The gaze direction and eye position data is available after calibration if that is the information you need.
  23. @jc10487 What access are you interested in? The eye tracking SDK can provide a validity status and flag for if calibration is needed.
  24. @emirfreshfx We recently updated the developer site and are still fixing some of the old links that may have broken. Thanks for reporting this, we will check the submission guide for any remaining issues. For the Viveport Arcade SDK, you can find the SDK documentation here: https://developer.vive.com/resources/documentation/viveport-arcade-sdk/ And the SDK is part of the Viveport SDK so you can download the Unity Viveport plugin to get started. Do we need the Viveport SDK? Only if you need to use any Viveport SDK features: User Profiles, Stats & Achievements, Leaderboards, In-App Purchase and Sessions (Per-round) for VIVEPORT Arcade (For Windows). If you don't need any of these features then the Viveport SDK is not required. For the binary build submission you can create a build with Unity, and zip everything in the build folder for submission (including .exe, gamedata folder, MonoBleedingEdge, etc.). https://developer.vive.com/resources/viveport/store-guide/store-submission-guide/english/submitting-your-viveopenvr-content/binary-build/ Cheers and let us know if you have any further questions, feedback, or issues.
  25. @maple What data are you trying to get and what are you trying to do?
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