Jump to content

Justin_K

Verified Members
  • Posts

    7
  • Joined

  • Last visited

Everything posted by Justin_K

  1. I'll still be making a complete video walkthrough early next week, but this should be helpful: https://github.com/unity-sXR/sXR/wiki/Vive-Pro-Eye-Setup I won't be able to test some of the newer functions until Monday. If someone gets an error feel free to reach out (sxr.unity@gmail.com)
  2. It seems like many are still struggling with the eye tracking in the Vive Pro Eye... I recommend simpleXR! https://github.com/unity-sXR/sXR Before downloading the project, uninstall SRanipal using the uninstaller (don't just delete it). Install Vive Console for SteamVR (through Steam). It comes with the latest SRanipal. Once you have Vive Console, you need to add the SRanipal SDK to your Unity project. https://developer-express.vive.com/resources/vive-sense/eye-and-facial-tracking-sdk/download/latest/ Install it by doing Assets->Import package-> Custom package. Select the unity package for the sdk. If you've installed everything properly, you should be able to get all the eyetracker info by using sxr.StartRecordingEyeTrackerInfo(). You can access the eyetracker info in real time by making calls to the GazeHandler.Instance I'll be launching a Vive Pro Eye tutorial for simpleXR early next week. Feel free to reach out with any questions
  3. If you plan on working in Unity, check out my new package: simpleXR (https://github.com/unity-sXR/sXR) Probably already has a lot of the features you might plan on implementing
  4. Sorry, this took much longer than an hour 😛 https://github.com/unity-sXR/sXR It's not well documented yet, but I think all the main kinks have been worked out... Should be getting a lot of updates in the next week. You should be able to download this Github library as a zip file, unzip it, and point Unity Hub at the project. It was built in Unity v2023.1.0a14 so I'd recommend going with that version/newer. It also requires Microsoft's .Net2.1, Vive Console(through Steam), and SteamVR. I believe it should have incorporated all the required packages (including the SRanipal SDK) into the project. The functionality you're looking for is in Assets/sxr/Backend/Singletons/GazeHandler.cs To use SRanipal, click on the sxr tab on the task bar. Open the settings menu and click "Use SRanipal". It will work right now since the conditional formatting is commented out, but I plan on having this work for all devices. In a soon-to-be update, you'll have to have the option clicked to use SRanipal instead of OpenXR. There's also an option to use an autosave which is pretty nice. It can also handle a VR-GUI (for displaying task instructions), writing data, full screen shaders, camera tracking, sounds, controllers, and a bunch of other nifty stuff. Right now it's kind of spread out, but in the next week there will be simple one line commands for everything, all within the main sxr class e.g.: if(sxr.ControllerButton(sxr.Buttons.RightTrigger){ sxr.ShowImageGUI("instructions"); sxr.StartTimer("instructionTimer"); sxr.PlaySound("instructionsSound"); sxr.WriteToTaggedFile("subjectEyeData", sxr.GetFullEyeData()); } Right now, you have to access the GazeHandler info by declaring the verboseData variable as public and then using GazeHandler.Instance.verboseData. If you type that into your IDE, it will show you all the SRanipal stuff that you can access like pupil size, how open the eyes are, etc. I should have all those implemented as sxr functions tomorrow (but I also thought it would take an hour to get this to you so maybe not :P). In the near future it's going to have more features (like the ability to replay trials with the user's gaze highlighted), plus Google Colab notebooks for visualizing paths, analyzing eye info, etc. I should be putting a paper out soon for it and would love to have feedback/feature requests. If you end up using it and run into questions, shoot me an email: "justin_kasowski@ucsb.edu". Goodluck!
  5. Can confirm the latest SDK works with SteamVR + Vive Console (Vive console contains the latest SRanipal). I'm working on a software package called simpleXR which is intended to streamline VR for research. I've been running into hiccups with getting the pro eye to work with OpenXR, but I can host a working Pro Eye Unity project with the required dependencies. Give me ~an hour!
  6. I'm working on a shared PC, and initially installed SRanipal for all users (we only had one admin user account). After some issues with sharing the PC, we decided we needed to create individual accounts. I reinstalled Unity/SteamVR and the Tobii SDK for the new user, but when Unity tried accessing the eyetracking, it got an error since it couldn't write to that location. I made the mistake of uninstalling incorrectly by deleting the VIVE folder from program files... Now when I go to install it, I only have the option to Repair. The repair option doesn't work and spits out some file not found error. I try to uninstall it, and I also get an error. I tried deleting the registry keys along with every place I found anything related to sranipal. It still says I already have it installed. I'm stuck, any help is appreciated!
  7. Hello, I recently contacted development support and was told to post questions here. I'm doing research on retinal prosthesis simulations using the HTC Vive Pro Eye. Retinal prosthesis are typically only implanted into a single eye and to make a realistic simulation, we need to know what the monocular FOV is for the headset. We don't need to know what the person can actually see, we realize this depends on a lot of factors. We need to know what percentage of the full screen is being rendered to each eye. We are using Unity, I'm not sure if this is part of their software or if it's something that's handled by the headset. I'm assuming it's something that was figured out by the developers of the headset. Your help is appreciated!! TLDR: What's the monocular FOV (as determined by the software). For example, if the camera is set to render 110 degrees, would it render 65 degrees to each eye and then have 20 degrees of visual overlap in the middle? @Corvus @Daniel_Y
×
×
  • Create New...