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jboss

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About jboss

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  1. Thanks for the new version. I managed to get it working in the previous version already and I see that the behaviour is the same. But is is still not straightforward in my baseball application. I am logging Unity GameObjects (baseball bat and ball) and the gaze and replay them together and I have the option to step through the action frame by frame. I have set the framerate in Unity to 240 fps and logging the gameobjects is done in FixedUpdate. So with eyetracking at 120Hz I expect that the gaze moves every two frames, but it doesn't. Sometimes it's after 2 sometimes it's after 3, and ve
  2. I've seen the posts that a blinking red light is usually a mechanical issue, yet I hope my case is different 😕 as I can not think of any cause for a mechanical failure. The basesation was working fine yesterday morning and was blinking red yesterday afternoon. There was no fall, bump or any impact in the mean time, it has just been on the clamp on my doorway as always. Also, when I plug the basestation in it starts normally, it goes from white to blinking blue to green light and then after about 10 seconds it goes blinking red. I tried connecting the basestation to my laptop and run the f
  3. @Corvus Thanks for this guide. I'll give it a try after the weekend. One question: in the screenshot you use Eye Version 1. Does that matter? Or does it work with both version 1 and 2?
  4. I've been developing for the Vive for a couple of years now and every now and then I get questions about accuracy and refresh speed. My application is a baseball training and it works with a controller or with a tracker on an actual bat. When people try to hit high speed pitched balls the controller or tracker moves quickly as well. And when people miss the ball they sometimes wonder if the accuracy of the system is good enough for such high speed tracking. One of the features in the training is that I show the path of the bat during the swing and also there I notice strange results when
  5. The same bug applies to the combined gazeray. When I move my gaze to the left the ray goes to the right and vice versa. Up/down is fine. If gaze_orgin_C is the measured combined origin and gaze_direct_C the measured combined direction you need to do the below calculation to use it: fixed_gaze_origin_C = new Vector3(gaze_origin_C.x*-1f, gaze_origin_C.y, gaze_origin_C.z)/1000f, fixed_gaze_direction_C = new Vector3(gaze_direct_C.x*-1f, gaze_direct_C.y, gaze_direct_C.z), Note the division by 1000, as I'm using version 2 of the eyetracking API and there the measured values are in mm and
  6. One think I noticed now that I'm using version 2 is that measured values for origin are in mm, so to use it in Unity I need to divide by 1000. In version 1 this was not necessary, I could use the origin values right away.
  7. @VibrantNebula I agree that if you start the SR-runtime manually first before any application it works fine. But as a user (enterprise or consumer, I don't think this is an enterprise problem) you have to remember that. Every time! Because if you forget, it breaks the immersiveness of VR. You have your headset on and you get the message "next up... Your application' and it just stays there. Because on screen there is the UAC popup. So you have to take off the headset, click OK and put the headset on again. Not a good experience of VR. I changed the properties of SR-runtime.exe to always r
  8. @VibrantNebula my problem is not so much with the calibration itself, but with the UAC popup. If you want me to start a new thread, let me know. Here's what happens. Every first time I run calibration after starting up my PC I get the UAC popup asking if it is ok to allow Vive-Super-Reality-SR_Runtime to make changes to this PC. It makes no difference if I start calibration from SteamVR, from the Unity editor or from a Unity application.exe. If I click Allow, then all subsequent starts work right away. Also if I first run it from my application.exe and then from SteamVR. Since t
  9. Hi @imarin18 I realise I forgot to mention something. I made a small adaptation to the script. In the while loops in the Coroutine Sequence I added a check for a boolean called taskInterrupted. This boolean is set when I press the application menu button on the Vive controller. When that boolean is true this breaks the while loop showing the targets. And then the last part of the Sequence Coroutine is executed and there saccadeEndTime is set. And that actually also breaks the while loop in the EyeCallback method, I see now. Even though cnt_callback < maxframe_count. // ====
  10. I'm sorry that my last post was what rude. I just got taken by surprise that there was a time-limit on editing a post. I'd really apreciate some help getting this working. Especially the freezing of the editor is killing me. After every test run I have to use task manager to end the editor and then start it again. That is not workable. @imarin18 I checked what happens in your application at the end becase that application ends normally and copied that to a Coroutine in my application (see code below) and then use Update to call this Coroutine when the X key is pressed. I can see in
  11. Well, screwed by technology again. Apparently I pressed some button to post this before it was fininshed and now I can not edit it anymore. So here's the full version. Now I'm converting the saccade test project to my own project and I get new errors, so I hope someone can help me with those. First I had to remove the static keyword from the eyecallback method, because I am logging the data and my CreateNewLogEntry method derives from a non-static base method. I can not judge the impact of that, but at least I got no compile errors. Then I need to link the eyetracking log to my
  12. Now I'm converting the saccade test project to my own project and I get new errors, so I hope someone can help me with those. First I had to remove the static keyword from the eyecallback method, because I am logging the data and my CreateNewLogEntry method derives from a non-static base method. I can not judge the impact of that, but at least I got no compile errors. Then I need to link the eyetracling log to my motion log where I log the ball and baseball bat. Since timestamp may have too much variation, I decided to use frame-number. But then I got the error that Time.frameCount c
  13. I found a good Black Friday deal, so I bought a new laptop. And now it looks like I get 8 ms intervals. The values in the 100ns column increase by 40000 per row (which I think relates to 4 ms) and then I get the same SRanipal output, in two rows so that would be 8 ms. I still will try to test this with Unity update rates higher than 120 fps, as I need that for my application. But I expect that the eyetracking will still run at 120Hz
  14. @monetl Yes, thanks, I looked at that article and am trying out the script.
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