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  1. Hi, I'm using VIVE Pro Eye with some medical purposes. I'm doing well with Unity Editor. Eye Calibration is fine in the editor mode. but when I build it and run, it seems like all eye tracking data is flushed. My tracking direction is fixed to (0, 0, 0), whether I move my eyes or not. So I tried to run calibration in runtime, within the Start() void Start() { bool calibrationSuccessful = false; do calibrationSuccessful = SRanipal_Eye_v2.LaunchEyeCalibration(); while (!calibrationSuccessful); StartTesting(); } like this, which repeats calibration until it finishes with the result of success. It works fine in the editor version, and also works fine in build version. But in the build version, only the calibration scene is loaded, and the data is whitened again. Even with the in-game calibration, the eye tracking data is not loaded in build version. It's so weird that it works perfectly fine in editor version, but not working when I build it. Is there any suggestions for the problem? I'm using Unity 2019.2.13f1 version on Windows, and I enclosed a picture of my build settings. (+ Actually It worked fine in build version with the in-game calibration before the "Offset Bug", but after that bug happened, It stopped working suddenly. (Not sure about it)) @Corvus, @Jad, @Daniel_Y @zzy
  2. Hello. I'm using Pro Eye for medical purposes, directly related with pupil size and position. Tobii says that the information I get contains pupil size and pupil data, but according to This Page, there is no information about pupils. Is it possible to get the information about pupil size and position, or will it be added in future?
  3. @Cory_HTC @Daniel_Y Hello, I failed calibration initiallization too. When I click right mouse and "About", it says that it's eye camera version is not N/A, and my SR version is Restarting computer, reinstalling VIVE and SteamVR, and all method offered above didn't work for me. How can I fix it? Will it be OK if I get older version of SRapinal?
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