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Hi @VGagliano Yes it was~. Please flow the sample code to get system timestamps. int result = ViveSR::anipal::Eye::SRanipal_UpdateTimeSync(); if( result == ViveSR::Error::WORK ){ int64_t time; ViveSR::anipal::Eye::SRanipal_GetSystemTime(&time); printf("%u",(unsigned )time); }
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Hi @cte What does your mean about the local address? And what data do you want to get? thank you.
- 3 replies
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- host address
- data extraction
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Possible Bug in Unreal SDK for Left/Right Eye Gazes
Hank_Li replied to goose_r_s's topic in VIVE Eye and Facial Tracking SDK
Hi @goose_r_s We will fix it in the next version. And maybe you can refer to this article . Thank you. -
Gaze origin bug in GetGazeRay of Unity package
Hank_Li replied to qxxxb's topic in VIVE Eye and Facial Tracking SDK
Hi @qxxxb: We will fix it in the next version. Thank you. -
Hi Asish, We did not provide such API for calculating the number of blinks per minute. Maybe you can calculate it according to the value of this blendshape (blinks) Thanks
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Hi @banila2 Please give me your log file which path is C:\Users\user_name\AppData\LocalLow\HTC Corporation\SR_Logs thanks
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Hi @nbhatia In the current version,there is no way yet to get the system time stamps. And we will implement that in the next version. Thanks
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Hi @Asish Could you take a picture or record the process of your calibration. Thanks
- 73 replies
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- sranipal
- calibration
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Hi @Asish According to the log file you provided , we consider that the device can't collect your eye's data in the last part. Please, make sure you can see the point certainly. Thanks
- 73 replies
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- sranipal
- calibration
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Unity Builds on Headless (eyetrackingless) Systems
Hank_Li replied to hollandera's topic in VIVE Eye and Facial Tracking SDK
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. -
Unity Builds on Headless (eyetrackingless) Systems
Hank_Li replied to hollandera's topic in VIVE Eye and Facial Tracking SDK
Hi @hollandera Do you want to use the SRanipal function in unity code on Vive pro(no eye tracking machine)? Thanks. -
Eye Tracking SDK for _C (Expression)
Hank_Li replied to Nikki's topic in VIVE Eye and Facial Tracking SDK
Hi Nikki: If you want to initial Eye V2 engine: 1. Please do not modify any header file we provide. E.g. in SRanipal_Eye.h, the following line should be: const int ANIPAL_TYPE_EYE_V2 = 2; 2. You need a separate flag to check if eye v2 is enabled, e.g., int error = ViveSR::anipal::Initial(ViveSR::anipal::Eye::ANIPAL_TYPE_EYE_V2, NULL); if (error == ViveSR::Error::WORK) { EnableEyeV2 = true; } Then in the function void streaming(), you need separate code to handle eye v2 data, e.g., if (EnableEyeV2) { int result = ViveSR::anipal::Eye::GetEyeData_v2(&eye_data_v2); if (result == ViveSR::Error::WORK) { float *gaze = eye_data_v2.verbose_data.left.gaze_direction_normalized.elem_; printf("[Eye v2] Wide: %.2f %.2f \n", eye_data_v2.expression_data.left.eye_wide, eye_data_v2.expression_data.right.eye_wide); } }