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  1. I found a solution, but not the preferred one, I guess 🙂 In the ReticlePoser script I commented out the line targetReticle.rotation = Quaternion.LookRotation(result.worldNormal, raycaster.transform.forward);
  2. I would like to use a logo as reticle. First I tried to use a sprite for this, but I found that the Recticle Poser script requires Mesh renderers, so I changed it to a cylinder. But I notice that the reticle rotates depending on the angle between the pointer and the menu. If I point straight ahead the logo is fine, straight up, but when I point to the left it rotates counterclockwise and when I point to the right it rotates clockwise. How can I prevent that? I tried to uncheck the Ease Rotation marks in the Pose Easer, but they were checked automatically again when I hit Play (and remained checked, even after ending play, strangely enough) Thanks.
  3. Thanks. The laptop power is not the problem. The background for the question is the recommendation to minimise the motor activity of the basestations to avoid breakdown. I recently had to replace one of my 2.0 basestations because it was not working anymore (red led light, indicating hardware failure). before that I never really bothered about the basestations remaining on, but now I want to be a bit more careful. When I manually exit SteamVR the basestations shut down fine, but in the other situations they remain on.
  4. Ok, that's in the official PlayStore, so that should be ok. And it works fine 🙂 Thanks!
  5. Great, thanks! I found the Android version of the BS Companion at android-apk-app.com. https://android-apk-app.com/android/1533473030/bs-companion Do you know if that's safe to install?
  6. Is there a way to turn off the base stations when my computer goes into hibernation mode? Or when I close the lid of my laptop? It works fine when I exit SteamVR, but sometimes I leave my laptop on and walk away and then the laptop goes into sleep mode, but the base stations remain active.
  7. 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 very seldom it's after 1 frame. I remember from the other thread that it might be related to the moment in the cycle when the gazedata is read, but it just feels awkward. It must be running at 120Hz, otherwise the 2 frames jump would not be possible, but it does not seem consistent. Some feedback about upgrading the runtime: because I start SRanipal together with Windows I got the mesage that SRanipal was running. I quit SRanipal from the tray, but then still SRService was running. The installer gave the option to continue and then upgrade the locked files at restart, but even when I selected that option the installer reversed later in the process with error 10001 (or 1001, don't remember exactly) Service running. Also killing the service using taskmanager made no difference. I had to uninsall SRainpal and then install it again.
  8. 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 firmware recovery tool, but that did not find the basestation. Any thoughts? Is it really broken or is there some way to rescue it (it is almost 2 years old, so I'm afraid not under warranty anymore)?
  9. @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?
  10. 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 I move the bat at high speeds, particularly when using a tracker. The bat position jumps and sometimes the bat is rotated as well. My initial thought was that maybe with the tracker at the knob of the bat it would be shielded from the lighthouses (or at least from one of them), but I tested it with different setups (both lighthouses in front of me, for example) and that made no difference. So I'm trying to understand what could be the reason and for that I would like to know the tracking speed and accuracy of the system. Is tracking a baseball bat moving at 80mph at all possible using a Vive tracker? 80mph means 35 meter per second, so 3.5 cm per milisecond. So with a refresh rate of 1000Hz the tracker will move 3.5 cm between measurements. I found a couple of answers on reddit and from that I understand that it is a combination of IMU tracking and lighthouse tracking, but I can't find any clear answer on how many times per second the position and rotation is updated. I also found this post from Nasa https://ti.arc.nasa.gov/publications/61557/download/ talking about accuracy, but I can't find any clear info on the Vive site. And the reddit posts are a couple of years old, so are they still accurate? So I hope someone can point me to specs from HTC or can answer this in this post. Especially about the accuracy, as the paper from Nasa shows that for a moving tracker the accuracy decreases drastically (43 mm , 4.3 cm off is a lot when you try to hit a fast-moving virtual baseball). And is there a difference between the version 1.0 base stations and trackers and version 2.0? I currently have version 1 trackers (or even developer kit trackers 🙂). Thanks!
  11. 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 Unity units are meters.
  12. 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.
  13. @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 run as administrator, but that makes no difference, as other users have reported as well. I then had a brainwave, what if I run SR-runtime at startup automatically. Then you can't forget. Well, that didn't work either. I had to copy (not link, actual copy; weird Windows logic....) it to the Startup folder, but when I then started calibration the three blue dots froze and disappeared. And then the Vive Pro Eye option was gone from the SteamVR in-world system menu. So I copied it back to the original location. Since you mention it is related to the Tobii runtime environment, I hope you will take this up with them. I think I will do that as well, but if the request comes from HTC it may have more leverage.
  14. @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 the popup blocks the whole screen I can not go to the SR-runtime icon and pack-log. This is a new MSI laptop, Windows 10, with a clean install of SteamVR and SRanipal. I created only one account on this PC and according to Windows accounts it has administrator rights. I did not change any access rights settings for SRanipalRuntime.exe yet, because I see mixed reactions. I do see that there are settings for users, administrators and for applications. maybe that is a clue? I attached the settings (I hope the order is the same in all languages 🙂) I hope you can help me with this. I need to install a Vive with eyetracking at a customer later this month and since it is a large organisation I'm sure the IT department will not allow me to disable UAC control completely. And I don't want to tell the customer 'Well, if you want to use eyetracking you need to start this manually first', or that they need to take off the headset, click ok in the popup and then continue the application. Thanks!
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