Jump to content

DiegoVisionary

Verified Members
  • Posts

    10
  • Joined

  • Last visited

Everything posted by DiegoVisionary

  1. Hi, I got a problem using SRanipal_Eye_API.LaunchEyeCalibration I have detected that with the Focus 3, in the step where you have to check your ipd and when you change the distance using the wheel, these changes are not detected. This problem appears in our games and also in SteamVR (in the calibration menu). So for now, the only place where we can calibrate the Eye Tracker is directly in the Focus 3 menu when it is running in Standalone mode. Is there any way to calibrate from SteamVR or from our games using SRanipal and this method? Thanks in advance.
  2. Hello, thank you for your comments. I finally bought the adapter and have been using it for the last months and I can tell you that it works more or less. It does load the image correctly and depending on how stressed the computer is the images arrive more or less correctly. At the moment it works for me, because I use it for development, however for gaming sessions I don't see it as viable, because frames are lost and sometimes there are even graphic errors that make the experience a bit unpleasant. Testing it on a laptop with the included USB-C port, the experience improves a lot.
  3. Hello to all. I am reviving this thread because I have a similar case. The lighthouses on a Vive Pro Eye device we have installed are randomly disconnecting from SteamVR. The lighthouses show no signs of physical errors and you can play perfectly well as long as one of the lighthouses is active, but sometimes if you are looking at the same lighthouse that disconnects, logically you have tracking failures. I'm attaching the SteamVR report for what it's worth, any idea what could be going on? SteamVR-2023-06-28-AM_10_38_43.txt
  4. Hi, I have a PC with several USB 3.0 and 3.1 but they are not USB Type-C. I have the Streaming cable because I am using it on a laptop PC that does have USB Type C. On the other hand I have tested using the connection cable of my tablet to see if the Focus3 could connect using those USB 3.0 and 3.1 and everything seems to work fine. As the cable on the tablet is short, I would be interested in using the Streaming cable on this other PC as well. What kind of adapter could I use? Would just any adapter work or does it have to have any special features? Because there are some on the market that cost from 3€ to 30€ but apart from the interface (3.0, 3.1, 3.2) I don't know if I have to take into account anything else. I'm thinking about an adapter like this
  5. Hi @cluelou, Sorry for taking so long to reply, but I occasionally log in to the forum and for some unknown reason I had notifications turned off and didn't see your message. I managed to get SRanipal working in Unity3D and Focus3 by following these steps: First I installed SteamVR and VIVE Business Streaming on my PC (I assume you have already done these steps). Then I installed from the Steam shop, VIVE Console for SteamVR, it is a free application and among other things it installs the SRanipal software on your PC. If you have a previous version of SRanipal installed on your PC following the link I mentioned in my previous post, uninstall it because that version will not work. Go to the VIVE development website and from there download the SRanipal SDK. https://developer-express.vive.com/resources/vive-sense/eye-and-facial-tracking-sdk/ Import the SDK into Unity and check the documentation and especially the examples. There is not much documentation and it is very limited, but the examples are quite graphical. By following the above steps you should be able to work with SRanipal. In Unity I am using the OpenXR library to support VR. You may need to load support for Focus 3 in Interaction Profiles, by loading Eye Gaze Interaction Profile and HTC Vive Focus3 Controller Support. Everything is explained in the following link: https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/installing-vive-openxr-pc-vr-plugin/ https://developer.vive.com/resources/openxr/openxr-pcvr/tutorials/unity/controller-openxr-feature-unity/ I hope this will help you to know where to start.
  6. I think I have solved my problem, It seems that I had an incorrect installation of SRanipal. I was checking everything and I thought I had a compatible version because the Tobii VRU02 Runtime version was 1.16.36. However, the installation that I had of SRanipal was the old way, that is, I had installed HTC Vive Pro Eye on the one hand and SRanipal on the other using the following link: https://www.vive.com/us/support/vive-pro-eye/category_howto/installing-eye-tracking-software.html I have uninstalled that version of SRanipal, I have downloaded the Pro Eye installer again and installed it. In this new process, SRanipal is automatically installed (not like before) and although I have installed the same version of Tobii VRU02 Runtime (1.16.36), it does connect correctly with both the Vive Pro Eye and the Focus 3, so I assume something changes from process to process. If I find something else I will update this post, for now I think my query is resolved.
  7. Hello, I work in a company that makes software for eye treatment. We have an application for Windows that uses the Eye Tracker from the HTC Vive Pro Eye to calculate the deviation of each eye separately. Now we want to make that application usable by the new Focus 3 as well. We have the development in Unity version 2021.1.24f1. To collect the information of each eye we use SRanipal_Eye_API.GetEyeData(ref eyeData). The problem is that the Focus 3 does not receive any type of information using this method. I have not been able to find an example programmed for the Focus 3 either. Everything I find obtains information to obtain the gaze point at which the user looks, but we need to obtain the information of the eye pupils, since we need to detect deviations in the eyes that the patients who use the application may have. How can we get that information in Focus 3? How can we make it still compatible with HTC Vive Pro Eye? I would appreciate any information you can give me.
  8. Hi CMangas, I don't know if it will help, but we have a similar problem. In our case the configuration is: Unity 2019.3.0a2 HTC VIVE Pro Eye SteamVR (it is an old development) SRanipal SDK 1.3.0.9 In our case we have detected the problem in the installation of our software in new users (as I said it's an old development). I was able to find that our new clients have a Vive Pro Eye installation that installs SRanipal in the same process. On the contrary, our old customers have an installation of SRanipal following the following link after the installation of Vive Pro Eye: https://dl.vive.com/SRSDK/runtime/VIVE_SRanipalInstaller.msi After finding this difference, for our new customers, I uninstalled the version of SRanipal installed by Vive Pro Software and installed SRanipal by following the link above. When the installation finished, I had to accept the Eula again, and this time, our software boots correctly without the EULA_NOT_ACCEPT error. Apparently the version of SRanipal installed by Vive Pro Software and the link above is the same, but for some reason it doesn't work the same way. Perhaps your case and our case are related in some way. It seems that the error is in how it initializes SRanipal.
  9. Hi, I am a developer for a company that creates software solutions for some visual problems. We have VR software that uses the Vive Pro Eye Tracker. We have recently detected that the latest installations of our software do not work correctly with the Eye Tracker. Investigations have pointed out to us a problem between our software and SRanipal. The problem is that on initialization of our software, SRanipal Sdk starts with the error EULA_NOT_ACCEPT. At first I thought that the problem was that our clients did not accept the message that appears the first time you start the Eye Tracker software in which you have to accept the Eula, but testing with one of our clients and following all the steps, I was able to verify that this message was accepted. Following my investigations I was able to find that our new clients have a Vive Pro Eye installation that installs SRanipal in the same process. On the contrary, our old customers have an installation of SRanipal following the following link after the installation of Vive Pro Eye: https://dl.vive.com/SRSDK/runtime/VIVE_SRanipalInstaller.msi After finding this difference, for our new customers, I uninstalled the version of SRanipal installed by Vive Pro Software and installed SRanipal by following the link above. When the installation finished, I had to accept the Eula again, and this time, our software boots correctly without the EULA_NOT_ACCEPT error. Apparently the version of SRanipal installed by Vive Pro Software and the link above is the same, but for some reason it doesn't work the same way. Our software was developed a few years ago on Unity3D 2019.3.0a2 and uses SRanipal.dll 1.3.0.9. Where could the problem be? Do we need to update the SDK used in initial development or is there something else we need to accept in the new SRanipal installation? Why does our software work with one installation type and not another? Any information that can help us understand what is happening would be valuable. Thanks.
  10. Hi, I have a customer with the same problem. In our computers SRanipal works perfectly and as @Hyunseok say, they show the notification "runtime is running in the system tray", but in the PC of our customer the notification is not shown and opening as administrator don't work either. Somebody knows how to fix this problem. Have you found a solution @Hyunseok? Thanks.
×
×
  • Create New...