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  1. Hello Forum, We are a group of students using HTC Vive Pro eye for Eye Tracking as part of our academic project. We need to get the eye tracking data at its maximum capture frequency, having tried the following methods we still fail to capture data at 120Hz, 1. We tried to set the Application.targetFrameRate to more than the default targetFrameRate but it did not work as the number of records did not change. We added it to the start function as in the link below: https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html 2. We tried implementing threads as mentioned in this link: https://forum.vive.com/topic/5897-getting-verbosedata-at-the-fastest-rate-possible/page/2/ . But Unity froze and the application stopped working. There are two codes, one Sample_MainThread.cs creates a new thread which creates an object of type Sample_GetDataThread.cs to get the data. There was a solution to add counter to the while loop which is in the class "Sample_GetDataThread.cs" to keep a counter and avoid unity from freezing. 3. Currently, we are using EyeDataCallback version 2 in SRanipal. We get data at 30-80 records per second and it varies. Please could someone suggest if this can be done and if yes how do we achieve it? Help will be much appreciated, Thank you!
  2. I have imported the SRanipal SDK (SRanipal_SDK_1.1.0.1) into my Unity Project. This program works well, and could get eye tracking information on Unity Editor (Unity 2019.2.15). However, This program couldn't get the information as built file (exe). It seems that the built file couldn't Synchronize with SR_Runtime (Ver.1.1.2.0). It has the same result of the new project that just imported SDK. Is it necessary to edit something Unity's Property, in particular, When I build a program. @Corvus
  3. Problem I'm having some difficulty getting the plugin for unreal engine installed for the Vive Pro Eye Headset. Following the directions in the documentation leads to compile errors when I go to launch the project. In short, I can't get the plugin to compile or the project to load correctly. Done: [X] - Installed and running steam VR [X] - Installed and running SR_Runtime [X] - Calibrated Eye Tracker in Steam VR Error Trigger Pasted unzipped unreal plugin into C++ blank UE4 project. Returned message from unreal: Result of manual compilation via project.sln Menu -> Build -> Build Solution -------------------------------------------------------- I'm also trying to follow the directions in part 3 of : ------------------------------------------------------------ For Context: I'm a researcher at the University of Michigan and have a series of studies I would like to gather eye tracking data from (especially blink rate and pupil dilatation). We are using a fully developed VR environment in UE4 to give several treatments to participants.
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