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About Annabell

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  1. Within Unity I can only download SteamVR Plugin and not OpenVR Plugin. On top of that the IVRSystem seems to be in C++, but within Unity you usually use C# @Corvus
  2. I am using Unity @VibrantNebula
  3. I want to get the position of the headset in order to decide if someone nodded or shaked his/her head. Anyone has any idea how I get the position data/values of the headset? Do I need any specific gameObjects?
  4. Yeah you were right. Going into more deeper parts shows me that Unity basically just rounded the floats. Thanks 🙂 @Corvus @Daniel_Y
  5. Yes exactly that is what I want. That was too easy. thank you for your help 🙂
  6. I was wondering how you can create your own Asset Package which can be imported by Assets -> Import Package. I am trying to implement a module which should also have a Prefab object. So how to create such a module and such Prefabs?
  7. Data Structure Vive.SR.Eye.SingleEyeData: ulong eye_data_validata_bit_mask float eye_openness Unity.Engine.Vector3 gaze_direction_normalized Unity.Engine.Vector3 gaze_origin_mm float pupil diameter_mm Unity.Engine.Vector2 pupil_position_in_sensor_area Theoretically it should be possible to get the focused point by calculating the intersection point of the linear equation of each eye (left and right) using gaze_direction_normalized and gaze_origin_mm. When debugging the data, I recognized that the vector gaze_direction_normalized is the same for each eye, which doesn't make any sense. Do you have any explanations why this is so? did I misunderstood something during the calculation of the focused point? Debugged Values: Combined Left Right gaze_direction_normalized (0.0, -0.1, 1.0) (0.0, -0.1, 1.0) (0.0, -0.1, 1.0) gaze_origin_mm (3.0, 5.4, -44.3) (32.4, 5.3, -44.3) (-28,6, 5.6, -44.2) @Daniel_Y @Corvus
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