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hollandera

Unity Builds on Headless (eyetrackingless) Systems

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We have a medium sized team building an Vive Pro Eye-enabled app.  The people doing the final builds are not necessarily the ones who have access to the Vive Pro Eye (especially since we are all working under shelter-in-place).  We are having trouble getting the builds to work with eye tracking when built with systems without HMDs.  We have installed the SRAnipal runtime on those systems and yet the builds still aren't working.  Is there an obvious set of files or data that we can transplant to make this work?

---->Ari

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@hollandera Tagging in some eye tracking specialists. My understanding is that if no compatible eye-tracking hardware is detected, it should fall-back to fixed foveated rendering in most scenarios if the end-user is on an Nvida card. @Daniel_Y @Corvus @Jad

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Yes, it does-- if it is built on a machine with a Vive Pro Eye. 

Eye tracking does not work at all when the build was performed on a machine with no HMD and then run on one with a Vive Pro Eye.

----->Ari 

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Hi @hollandera

Do you want to use the SRanipal function in unity code on Vive pro(no eye tracking machine)?

Thanks.

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I am wanting to us the SRanipal functions on systems with and without eye tracking capability (on the Vive-without-Eye systems it falls back to nose tracking).

The issue is that I am the only one on the team that can make a build that works (I assume) because I am the only one with a Vive Pro Eye.  This is not optimal on a team with 6 developers who want to be able to build our app.

If @Daniel_Y, @Corvus, or @Jad have any suggestions I would love to hear them. @Hank_Li

------>Ari

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Hi @hollandera

Please refer to this unity code

And you can get  nose tracking you want in unity.

 

                int dart_board_layer_id = LayerMask.NameToLayer("NoReflection");

                Vector3 direction = Vector3.forward;
                Vector3 origin = Vector3.zero;
                Ray rayGlobal = new Ray(Camera.main.transform.position, Camera.main.transform.TransformDirection(direction));
                RaycastHit hit;
                Physics.Raycast(rayGlobal, out hit, 20, (1 << dart_board_layer_id));

You can download the unity sample here:

https://developer.vive.com/resources/knowledgebase/vive-sranipal-sdk/

Thank you.

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On 5/12/2020 at 11:45 AM, hollandera said:

I am wanting to us the SRanipal functions on systems with and without eye tracking capability (on the Vive-without-Eye systems it falls back to nose tracking).

The issue is that I am the only one on the team that can make a build that works (I assume) because I am the only one with a Vive Pro Eye.  This is not optimal on a team with 6 developers who want to be able to build our app.

If @Daniel_Y, @Corvus, or @Jad have any suggestions I would love to hear them. @Hank_Li

------>Ari

@hollandera Let us know if you are still encountering any issues and I can follow-up with you directly. Thanks. 

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Thanks @Hank_Li for your suggestion, but I have no trouble using physics raycasts. 

I believe I confused the issue by mentioning the nose tracking.  The problem is that the eye tracking system doesn't  appear to work on machines WITH OR WITHOUT a Vive Pro Eye when the build was performed on a machine that hasn't had a Vive Pro Eye connected to it.

What I am looking for is whatever files or libraries are missing from the development machine that enables the build to work properly.

I am just about to revisit this issue on another project and I will start by only installing the SRAnipal libraries to isolate that from the Tobii libraries.

I'll discuss with @Jad off-line and post back if we find a resolution.

----->Ari

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