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Selva

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  1. Hi, How can I get gaze data with OpenXR in UE 4.27 using blueprints? is it necessary to have the "ViveOpenXR" Plugin in the Project? Currently I'm using the ViveOpenXR Plugin and I'm successfully getting data from the eye tracker by using the blueprint "GetEyeFacialExpressions". I noticed that there is a blueprint "GetGazeData" or "GetStereoGazeData" from the UE4 Eye Tracker Function Library. However if I use this BP I don't get any data. (https://docs.unrealengine.com/4.27/en-US/BlueprintAPI/EyeTracking/GetGazeData/) Any help is appreciated. Thanks!
  2. In case someone else come across these errors, I switched to Unity 2019.4.35f1 LTS and the errors are gone. Before I was using Unity 2020.3.28f1. On Unity 2020 I was making progress by replacing the following lines on the script ReconstructedAssetImporter.cs. I managed to have video pass through but only on the Unity Editor and with other few additional errors. Since I'm just testing and the Unity version is not crucial at the moment for me I switched to and older Unity version. //importer.optimizeMesh = false; // quick fix importer.optimizeMeshPolygons = true; importer.optimizeMeshVertices = false; ... //importer.importMaterials = false; importer.materialImportMode = ModelImporterMaterialImportMode.None; ... //importer.importMaterials = true; importer.materialImportMode = ModelImporterMaterialImportMode.ImportStandard;
  3. I'm experiencing the same errors. Does anyone knows how to solve these problems? Or does anyone knows what version of Unity is supported on SRWorks 0.9.71? Thanks!
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