Jump to content
 

C3D

Verified Members
  • Content Count

    9
  • Joined

  • Last visited

Community Reputation

1 Neutral

About C3D

  • Rank
    Settler

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, I just took a quick look at the script and the Focus method in the SRanipal_Eye script. I think I'm on a different version of the SDK (line 357 is a comment for me), but I suspect the issue is caused by Camera.main. In Unity, does your camera have the MainCamera tag?
  2. Hi, I've been following the callback example @Corvuswrote here a while ago (link) and ran into some issues when using Unity's IL2CPP scripting backend instead of Mono. The editor is fine, but here are the errors I saw in a build: il2cpp, non static callback NotSupportedException: IL2CPP does not support marshaling delegates that point to instance methods to native code. The method we're attempting to marshal is: CallbackExample::EyeCallback il2cpp, static callback NotSupportedException: To marshal a managed method, please add an attribute named 'MonoPInvokeCallback' to the method definition. The method we're attempting to marshal is: CallbackExample::EyeCallback The solution was to make the EyeCallback static and add the MonoPInvokeCallback attribute to the method. Easy enough to fix, the main difficulty was figuring out what was different between editor and build. //other code internal class MonoPInvokeCallbackAttribute : System.Attribute { public MonoPInvokeCallbackAttribute() { } } private static EyeData eyeData = new EyeData(); [MonoPInvokeCallback] private static void EyeCallback(ref EyeData eye_data) { eyeData = eye_data; // do stuff with eyeData.. } So my question: is this the best way to deal with this? And for my own curiosity - I'm assuming Unity is removing this method in the 'stripping assemblies' step before changing the il into cpp. Why isn't it stripping this attribute too? Thanks
  3. Hey Marios, Sorry for the delayed response. Good to hear the fix is incoming! I would test out that change, but the image isn't loading for me. It looks like this:
  4. Hi Marios, GetGazeData seems to work and that will likely be my preferred method. This GazeData is in local space and needs to be offset and rotated by the PlayerCameraManager's transform to get the Origin and Direction in world space. Is that correct? It seems Focus returns the world space of the hit result, so doing some testing on these dartboards isn't a 1-to-1 change, but not too tricky. Nice to hear it's just something with the Focus function and not lower level. I can work with that. Thanks
  5. Hi, I just downloaded the latest version (1.3.1.0) and the Unreal documentation looks good. Thanks!
  6. Just wanted to check in with this. I still don't know if this is intended behaviour. Here's the repro steps: Install the SDK (1.3.0.9) in Unreal Engine 4.25.4 Open the EyeSample level Walk around a bit and look at things Notice that the gaze is appears incorrect when you walk away from the origin Is this the intended behaviour? I would like to know if I should support this or if I'll have to redo some work when the next version drops. Thanks
  7. I'm doing some testing with Unreal 4.25 and SRanipal 1.3.0.9. I've calibrated the Eye Tracker, imported the SDK, opened the EyeSample level and gazed at the dartboard sample objects. All works great. However, when I move away from the level origin (ie 0,0,0), even just a few steps from my desk, I noticed the eye tracking on the dartboards to be very offset, to the point that the gaze is unusable. This is corrected when I step back toward the level origin. Is this just an issue with the dartboard examples? I don't recall this issue from previous versions of SRanipal, but I don't have the old installers to test. Anyone else noticing this behaviour? Thanks @MariosBikos_HTC
  8. Both documents in the SDK_v1.3.0.9\03_Unreal\Document\Eye folder ("Document_Unreal.html" and "Getting Started with SRanipal in Unreal Eye.pdf") include the same description to get started. I've attached a picture of this section from the pdf. The issue is there is no actor named "SRanipal_Eye_Framework" located at "SRanipal C++ Classes/SRanipal/Public" when the 1.3.0.9 plugin is installed in the Unreal Engine. There is no public directory in the SRanipal directory, nor is there a Eye Framework actor in the SRanipalEye directory. There are other differences between the plugin and the documentation I've noted in my original post. Also, as jdevoldere mentioned, a changelog would be nice. Thanks @Tony PH Lin
  9. Hey, I noticed the new version of the SDK for Unreal is pretty different from the previous version. Other than the header/module changes, the SRanipal_Eye_Framework is no longer an actor, there are blueprints to start/stop the framework and also options in the Plugin Preferences to automatically start the Framework. The documentation that comes with the download describes the setup process for 1.1.0.1 and 1.2.0.1. Am I missing something or are these documents just out of date? Thanks
×
×
  • Create New...