stephen.l Posted June 28, 2019 Share Posted June 28, 2019 We're working on adding optional eye tracking into our existing software and are having a couple of issues. Both the Vive Pro and Vive Pro Eye seem to return the same model name when fetched through Unity's API (XRDevice.model = "VIVE_Pro MV"). The only way we've found of distinguishing whether eye tracking is available is by attempt to initialise the framework and seeing if that worked, but that causes the SR_Runtime UAC popup to appear. Is there any other way of detecting which headset is attached? If you don't have SR_Runtime installed, but try and initialise it, it brings up a message box prompting the user to install the runtime with a link. As initialising is the only way we're aware of to detect Pro vs Pro Eye, is there any way to diable this message? I can't find it anywhere in the C# code, so it is presumbaly in the native plugin. Thanks Link to comment Share on other sites More sharing options...
Corvus Posted June 28, 2019 Share Posted June 28, 2019 , Checking if the HMD is a pro eye was added in SDK 1.0.1 with this function: ViveSR.anipal.Eye.SRanipal_Eye.IsViveProEye(); You can find more info about it in the html docs here: SRanipal_SDK_1.0.1.0_Eye/Eye/02_Unity/Document/html/class_vive_s_r_1_1anipal_1_1_eye_1_1_s_ranipal___eye.html#aa965380861092964677bec0a39a93844 This will allow you to check for the pro eye without initializing. Link to comment Share on other sites More sharing options...
stephen.l Posted July 1, 2019 Author Share Posted July 1, 2019 Thanks , that's solved all our problems in one! Link to comment Share on other sites More sharing options...
dNazarik Posted September 13, 2019 Share Posted September 13, 2019 (edited) @Corvus hey! I have an issue with that. I've created a topic: Edited September 13, 2019 by dNazarik Link to comment Share on other sites More sharing options...
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