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Found 11 results

  1. Now that Unreal Engine 5 has officially released and is production ready. Is there a timeline for when the SRanipal SDK will be updated? I'm currently using the Vive Pro Eye in Unreal Engine version 4.26, but I can find any information on a 5.0 update. Any information would be a huge help. Thanks in advance
  2. Hi there! Since today I get this error messages: In my own project: In a blank project running the EyeSample scenes: I have reinstalled my project, re-downloaded and imported the SDK anew and reinstalled Unity and tried the 2021 LTS and 2020 LTS version. The error now also appears in a blank project using only the OpenXR plugin and the SDK for the EyeSample and EyeSample_v2 scenes. I am using: Unity 2020.3.32f1 and 2021.2.11f1 (replicated it on 2021.3.2f1 as well) XR-Plugin Management 4.2.1 OpenXR 1.3.1 SRanipal Runtime 1.3.5.4 SRanipal SDK 1.3.2.0 Windows 11 21H2 Build 22000.675 The DLL is very much in the place expected, though: The error did not appear before today and I also tried to roll back any last changes I made, but the error remained. Any help is greatly appreciated. Thanks!
  3. Hi! I have been using VIVE Pro facial tracker for a while. I want to get the name or the label or weight at least, like the unique data of the facial expression being shown on the screen of Unity Engine when the avatar replicates the facial expression. I have edited the code in the script named as (SRanipal_AvatarLipSample.cs) in line (39). Here are some of the the results in the console- The value '0' is shown when I make no facial expressions, but other values are shown when I am making other facial expressions. Am I doing the right way, if the respective values of the real time facial expressions are being shown or does it show something related to the (Mouth_Smile_Right) expression only? Looking for a kind reply. Thanks!
  4. Hi, I am trying to follow what a user is looking at in a unity world scene, more precisely I am using a lineRenderer which needs 2 points to be drawn, the first point would be the gaze origin that I get from SRanipal sdk using structure.combined.eye_data.gaze_origin_mm (where structure contains the verbose data), the end point would be the gazeOrigin+gazeDirection * lengthOfLine (where I used structure.combined.eye_data.gaze_direction_normalized). The problem is that it does not work It gets me a point far where it shold be. I heared that unity uses a left-handed coordinate system whereas SRanipal uses right-handed coordinate system so I tried to manipulate the vectors but I still did not manage to achieve it, here is a screenshot of my code ? can I have some directions please ?
  5. Hi, I am trying to follow what a user is looking at in a unity world scene, more precisely I am using a lineRenderer which needs 2 points to be drawn, the first point would be the gaze origin that I get from SRanipal sdk using structure.combined.eye_data.gaze_origin_mm (where structure contains the verbose data), the end point would be the gazeOrigin+gazeDirection * lengthOfLine (where I used structure.combined.eye_data.gaze_direction_normalized). The problem is that it does not work It gets me a point far where it shold be. I heared that unity uses a left-handed coordinate system whereas SRanipal uses right-handed coordinate system so I tried to manipulate the vectors but I still did not manage to achieve it, here is a screenshot of my code ? can I have some directions please ?
  6. How can we make the PassThrough content as a texture streaming like we use a webcam? In other words, I want to render the PassThrough to a plane as a texture. Platform: Unity3D 19, Windows Device: VIVE pro
  7. Hi Everyone! I'm working with HTC Pro Eye in Unity using SRanipal. I would like to know if there'se any chance to change Gaze Ray Sample 2; creating two different gaze rays, for each eyes. And if it possible, it is possible obtain data from each eye? Otherwise, is possible to change Gaze Ray form, with a panel of my creation create inside Unity? I mean, i create using Panels a particular effetc which simulate low vision conditions, and i would like to use this panels, as a replacement of "pink" ray gaze offered in the SDK. Thanks for the help.
  8. Hi everyone, I'm struggling with reaching the specified sampling rate of 120 Hz (8.33 ms) on a VIVE Pro Eye HMD. We use the SRanipal eye callback: SRanipal_Eye_v2.WrapperRegisterEyeDataCallback() in a script, derived from MonoBehaviour. The registered callback is only called every 14~16 ms, which leads to approx. 62 Hz. Way below the targeted 120 Hz. I think the PC specs are quite decent and should allow for 120 Hz sampling: Windows 10Pro Intel i7-10750H (specs can be found here) 32GB Ram GeForce RTX 2070 with Max-Q Design Following tool versions are used: SRanipal SDK & Runtime 1.3.1.1 Unity 2019.4.18f1 Pleas note that I am aware of these threads and articles, but did not find a explanation/solution that fits for me: Getting VerboseData at the fastest rate possible. - Vive Eye Tracking SDK - Community Forum Assessing Saccadic Eye Movements With Head-Mounted Display Virtual Reality Technology (nih.gov) Already many thanks, Scot
  9. Hello Forum, We are a group of students using HTC Vive Pro eye for Eye Tracking as part of our academic project. We need to get the eye tracking data at its maximum capture frequency, having tried the following methods we still fail to capture data at 120Hz, 1. We tried to set the Application.targetFrameRate to more than the default targetFrameRate but it did not work as the number of records did not change. We added it to the start function as in the link below: https://docs.unity3d.com/ScriptReference/Application-targetFrameRate.html 2. We tried implementing threads as mentioned in this link: https://forum.vive.com/topic/5897-getting-verbosedata-at-the-fastest-rate-possible/page/2/ . But Unity froze and the application stopped working. There are two codes, one Sample_MainThread.cs creates a new thread which creates an object of type Sample_GetDataThread.cs to get the data. There was a solution to add counter to the while loop which is in the class "Sample_GetDataThread.cs" to keep a counter and avoid unity from freezing. 3. Currently, we are using EyeDataCallback version 2 in SRanipal. We get data at 30-80 records per second and it varies. Please could someone suggest if this can be done and if yes how do we achieve it? Help will be much appreciated, Thank you!
  10. I have imported the SRanipal SDK (SRanipal_SDK_1.1.0.1) into my Unity Project. This program works well, and could get eye tracking information on Unity Editor (Unity 2019.2.15). However, This program couldn't get the information as built file (exe). It seems that the built file couldn't Synchronize with SR_Runtime (Ver.1.1.2.0). It has the same result of the new project that just imported SDK. Is it necessary to edit something Unity's Property, in particular, When I build a program. @Corvus
  11. Problem I'm having some difficulty getting the plugin for unreal engine installed for the Vive Pro Eye Headset. Following the directions in the documentation leads to compile errors when I go to launch the project. In short, I can't get the plugin to compile or the project to load correctly. Done: [X] - Installed and running steam VR [X] - Installed and running SR_Runtime [X] - Calibrated Eye Tracker in Steam VR Error Trigger Pasted unzipped unreal plugin into C++ blank UE4 project. Returned message from unreal: Result of manual compilation via project.sln Menu -> Build -> Build Solution -------------------------------------------------------- I'm also trying to follow the directions in part 3 of : ------------------------------------------------------------ For Context: I'm a researcher at the University of Michigan and have a series of studies I would like to gather eye tracking data from (especially blink rate and pupil dilatation). We are using a fully developed VR environment in UE4 to give several treatments to participants.
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