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  1. Make sure any code in your action is threadsafe. I think I just added the record to a threadsafe queue and pulled from it on the main thread. That said, have you all tried the newer API? I've moved on from this tracker, but my understanding is they've reworked how you grab events. @Daniel_Y
  2. This is just something I (not an HTC employee) did. I think they've updated the API since. I used Action's instead of callbacks, as I prefer them. Here's the C# documentation on them: https://docs.microsoft.com/en-us/dotnet/api/system.action-1?view=netframework-4.8
  3. Most of them. (I can't risk changing out SRanipal intalls right now) I have multiple Pro Eyes. The rest work fine on the same PC and this one just doesn't. Back to HTC I guess. @Corvus
  4. The calibration flow fails as well. It gets stuck at the first Adjust Headset phase, like it doesn't know where my eyes are. @Corvus @Daniel_Y @zzy
  5. We had a Vive Pro Eye with some tracking problems go to HTC (for a bit). When it came back, SRanipal_Eye_API.IsViveProEye() returns false! We have several other Vive Pro Eyes and they all work OK on this machine. Did I not get a Pro Eye back? Is something dead on it? Thanks SteamVR-2020-01-15-PM_03_49_35.txt
  6. I went ahead and did the full uninstall first and then did the full reinstall (as opposed to the repair). That causes a different msi to be used and that installed. Is the update path in the installer broken?
  7. I'm using whatever this points to: https://hub.vive.com/en-US/download/VIVE_SRanipalInstaller_1.1.0.1.msi I don't have any kind of special anti-virus, beyond whatever a stock install of Windows 10 comes with. Have you tried it. Does it work for you right now? (I just tried again and it failed)
  8. I've found that the Vive Pro Eye produces very noisy results when the user looks towards the periphery. I saw in another post that there was this method: SRanipal_Eye.SetEyeParameter I've tried toggling gaze_ray_parameter.sensitive_factor between 0 and 1 and I don't see a difference at all. Are there some rules about when to call that method to get it to do something? @Daniel_Y @Corvus
  9. FWIW, here's what I ended up doing (to avoid aborting the thread and the reach-in for EyeData on who-knows-what-thread). using System.Collections; using System.Collections.Generic; using UnityEngine; using System; using System.Threading; using System.IO; using ViveSR.anipal.Eye; public class ViveProEyeProducerThread : MonoBehaviour { public Action<EyeData> NewOffThreadEyeDataAction; private EyeData EyeData = new EyeData(); private Thread Thread; private const int FrequencyControl = 1; private bool Abort = false; void Start() { Abort = false; Thread = new Thread(QueryEyeData); Thread.Start(); } private void OnApplicationQuit() { Abort = true; } private void OnDisable() { Abort = true; } void QueryEyeData() { int PrevFrameSequence = 0, CurrFrameSequence = 0; while (Abort == false) { ViveSR.Error error = SRanipal_Eye.GetEyeData(ref EyeData); if (error == ViveSR.Error.WORK) { CurrFrameSequence = EyeData.frame_sequence; if (CurrFrameSequence != PrevFrameSequence) { PrevFrameSequence = CurrFrameSequence; if (Abort == false && NewOffThreadEyeDataAction != null) { NewOffThreadEyeDataAction(EyeData); } } } Thread.Sleep(FrequencyControl); } } }
  10. sample_getdatathread will abort the producer thread on disable/stop. That's not great for other reasons, but it shouldn't lock up Unity. Although in my experience it does cause instability and crashing if you happen to ahort it in the middle of the GetEyeData call (the one meaty call in that function).
  11. The SRanipalInstaller doesn't seem to work right now. It dies with the attached dialog. Can someone look into this? I'm kinda sunk without it. I've tried reloading the file from the site. @Daniel_Y @Corvus
  12. It would be nice if HTC cleaned this up. They advertise a 120hz eye tracker and then make you work around their own poorly threaded architecture to get it.
  13. They are! Though it took a little doing (missing Registry class, plugin collisions and camera settings). I eagerly await your .9 release.
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