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Found 4 results

  1. Hi Everyone! I'm working with HTC Pro Eye in Unity using SRanipal. I would like to know if there'se any chance to change Gaze Ray Sample 2; creating two different gaze rays, for each eyes. And if it possible, it is possible obtain data from each eye? Otherwise, is possible to change Gaze Ray form, with a panel of my creation create inside Unity? I mean, i create using Panels a particular effetc which simulate low vision conditions, and i would like to use this panels, as a replacement of "pink" ray gaze offered in the SDK. Thanks for the help.
  2. 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 th
  3. Hello. I want to calculate the gaze point in Unreal Engine. I have some questions about EyeData. (I'm using Unreal Engine 4.22.3, SRanipal_Runtime 1.1.2.0, SRanipalSDK 1.1.0.1) 1. Shouldn't gaze_origin_mm be used to calculate the gaze point? Why EyeFocusSample doesn't use gaze_origin_mm? 2. Is eye_data_validata_bit_mask a value that is set a bit corresponding to SingleEyeDataValidity? For example, if only gaze_origin_mm and gaze_direction_normalized are valid, eye_data_validata_bit_mask is ((1<<SINGLE_EYE_DATA_GAZE_ORIGIN_VALIDITY) | (1<<SINGLE_EYE_DATA_GAZE_DIRECT
  4. SDK contains methods to check eyes blinking state: Is there some way to track each eye position separately? For now, the result is "combined": @Corvus
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