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unko

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  1. Hi @Tony PH Lin, Is it possible to improve the frequency at which the vive elite acquires pupil diameter? I'm very excited since it's only been 2 weeks. Can you let me know which version was updated if it was included in the already announced update I am very eagerly awaiting. Thank you for everything.
  2. Hi @Tony PH Lin Have you decided on a plan to do a rate improvement update on the pupil sampling rate? I know you are busy but I am very much looking forward to it.
  3. Thank you for your reply. The reason I want to get the pupil diameter at 50Hz is to investigate the responsiveness of the pupil diameter to what is projected by the XR(VR). Therefore, I would like to reliably capture about 50 changes per second (once every 0.02 sec) for each eye. I am currently developing this in a big hurry and if you think you can solve this problem quickly, please let me know how to do it. If 50Hz is too difficult, we can work with about 25Hz. Anyway, I would like to have more than 10Hz.
  4. Thanks for the reply. Its update rate is a big issue because I want to get real time of pupil changes.😒 It needs to be around 50Hz.
  5. Let me know if there is any other information you need. model : vive XR Series release: 7.0 system version: 1.0.999.624 launcher version: 1.6.0.80 kernel : 4.19.81-perf-dirty build number QKQ 1.210528.001 release-keys wave SDK version: 5.6.0
  6. Thank you very much. It's vive wave xr pulgin essence 5.6.0-r.10.2 I have also installed vive console for steam vr from steam on another project and have used SR anipal. these are the two things I have in mind regarding eye tracking.
  7. Thank you very much.!!!!! Your careful follow-up helped me to achieve my goal. I really appreciate it. The acquired pupil diameter changes only about once per second, is this a specification?
  8. Forum_Log_external.zip In the log file in my earlier post, it was playersetting>write permission :internal when I bild. So, I will send you the log of the same scene, re-built with playersetting>write permission :external, and run it again.
  9. フォーラム_γƒ­γ‚°1_2.zipThank you very much. I was able to retrieve the log file successfully.
  10. Thank you for your reply. Sorry for the beginner's question. How can I find a Log from Elite? As you pointed out,The file path was, indeed, incorrect. sw = new StreamWriter( Application.persistentDataPath+ "\\"+UserName + "_" + now + ".csv", true, Encoding.GetEncoding("Shift_JIS")); and when I changed it and play the editor, the csv was created.
  11. Editor.log Thank you for your reply. I checked by pressing the play button in the editor, The Start function is running from start to finish. I am attaching the log file of the process. This log file was found in C:\Users\Nonoka\AppData\Local\Unity\Editor, does it match what you are looking for? Also, my problem is that the csv that is generated when I run it in the editor is not generated when I run the apk file in elite. WaveMain.cs
  12. Thank you for your reply. Unfortunately, the problem has not been resolved. I have created a project according to the link below and attached the attached script to the game object. At the same time, https://github.com/icosa-foundation/open-brush/blob/platform/wave/Assets/Scripts/StoragePermissionManager.cs is also attached. I placed AndoroidManifest.xml in Asset/Plugin/Android. Changed external storage writing to "Allow" in the vive elite menu. TargetAPI in Unity's Project Setting is now android 30. Other Settings"/"Write Permission" was changed to "External(SDCard)" and built. I copied the build to the internal storage of vive elite and installed it as @dilab did, and then ran it. The application works, but the csv file is not output. Thank you in advance for your help. https://developer.vive.com/resources/vive-wave/tutorials/installing-wave-xr-plugin-unity/ WaveMain.cs
  13. I have referred to this topic and have taken action on android permissions. I ran the apk on vive elite and only got the popup about permissions once. Once I allowed it, it never asked me again.
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