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  1. Update - Unity has reproduced the issue on their end and flagged a bug: https://issuetracker.unity3d.com/issues/xr-sdk-cameraworldtoscreenpoint-returns-offset-coordinates
  2. I did not figure it out. Would you please post details @Av ? I know where the issue lies, though, it's a difference between the view provided by "Left Eye" vs the full image rendered to the headset. I have made a simple example, where the camera coordinates of an object are printed directly on screen. The project is attached (EyeTrackingIssue.zip), but the full code is the following: using UnityEngine; using UnityEngine.UI; using UnityEngine.XR; public class DisplaySSCoordinates : MonoBehaviour { public Transform debugSphere; public Text displayText; public Camera vrCamera; private void Update() { var coords = vrCamera.WorldToScreenPoint(debugSphere.position, Camera.MonoOrStereoscopicEye.Left); var eyeTextureSize = new Vector2(XRSettings.eyeTextureWidth, XRSettings.eyeTextureHeight); var units = new Vector2(coords.x / eyeTextureSize.x, coords.y / eyeTextureSize.y); displayText.text = $"({units.x:F2},{units.y:F2})"; } } You can see that in the bottom-left and top-right corners, the coordinates are not what I would expect. For the center it is correct: However when I switch from the "LeftEye" to "OcclusionMesh", the coordinates are correct: This is obviously not SRanipal issue only, probably will also happen for other EyeTracking systems, however I think this is the prescribed way of getting the screen-space position (it's a while I'm not sure, I'm happy for a different workflow). I noticed that the error changes with the aspect ratio, which makes sense as the screen-crop of the "LeftEye" changes too. I'd need to obtain the information how the "EyeTexture" is cropped into the game view to calculate the position correctly. Any recommendations? EyeTrackingIssue.zip
  3. I'm trying to display a UI element in the position of the gaze collision. I found out that just using: Camera.main.WorldToScreenPoint(collision.position, Camera.MonoOrStereoscopicEye.Left); does not fully work for the "LeftEye" display - there seems to be some screen-cropping going on (about 15% on each side). Does anybody have a way how to reliably obtain a screenpoint from world point in SteamVR in Unity please? @Daniel_Y @Corvus
  4. @Corvus This functionality is also quite important to us, are there any updates on this please? @Jad @Daniel_Y
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