mh141 Posted July 24, 2023 Posted July 24, 2023 I am developing a Unity application for PCVR for use with the Vive Focus 3 and accompanying Eye Tracker. In an attempt to follow the instructions here and here, I am using VBS through SteamVR and SRAnipal, into Unity with OpenXR Plugin. I've run into a few problems. First, the tutorial for facial and eye tracking is outdated. OpenXR Plugin no longer has a feature group for facial tracking, instead it has an interaction profile for eye gaze (or, at least my updated version does). Does anyone know if an updated tutorial is out there? Second, I want to use eye tracking for raycasts, not for controlling a model anyway, so the tutorial isn't really relevant. I am trying to use Unity's XR Interaction Toolkit and it's XR Gaze Interactor for this purpose. However, the data supplied to the input manager is not correct. After using the input debugger to investigate the values, I noted several issues. First, VBS/SteamVR is not supplying any values whatsoever for the input values OpenXR Eye Gaze pose/position and pose/Tracking State. Second, while there is a value supplied for pose/rotation, it is not correct. For example, when testing, if I look straight forward, it supplies a rotation of (180, 0, 0) in euler. The rotation value changes when I look in a different direction, it just doesn't change to the right value. I wasn't able to discern the pattern, it is not just flipped 180 degrees. I know the tracker is working correctly because when I select Vive Pro Eye in the SteamVR taskbar, the calibration and test scene work as expected. So the data is getting messed up somewhere between SteamVR and Unity OpenXR. Since there seems to be no current tutorial for using the updated scheme with the eye gaze interaction profile, I have no clue if anyone has made this work.
mh141 Posted July 26, 2023 Author Posted July 26, 2023 Update: I was able to get the correct rotation value by writing a custom Input Processor which replaces the X euler value with -(x + 180). I'm not completely sure how this fixed the rotation but it does.
mh141 Posted July 26, 2023 Author Posted July 26, 2023 Update 2: The accuracy is terrible after calibrating in Focus3 settings and in SteamVR. It goes in the general direction but not even close to accurately enough to make any reasonable interactions possible. I suspect this is related to the issue with the raw input data.
David Cian Posted July 28, 2023 Posted July 28, 2023 Having exactly the same problems, but got nowhere as far as you... I want to draw a line representing the gaze. The tutorials are now not even reachable anymore, the webpages just throw an error, I have to rely on the Wayback Machine. I added the relevant parts of the script on the outdated tutorial, but the first problem I have is that the FacialManager is not instantiated anywhere in the tutorial. If I do instantiate it, the weightings do not change, ever, they stay at 0. Guess I'll have to go back to SRAnipal...
David Cian Posted July 28, 2023 Posted July 28, 2023 The issue with the code from the online tutorial is that getting the Feature called `VIVE_FacialTracking_OpenXR_API` fails (`feature.IsEnabledAndInitialized` remains false).
sir306 Posted October 29, 2024 Posted October 29, 2024 I'm also facing similar problems. Is there a solution or workaround to this? I have never used eye tracking before but vive headaches and getting it to communicate with openxr seems to be a revolving door? Can someone help me with getting eye gazing to work in unity as even the updated documentation from vive doesn't align with the outdated code in the vive openxr samples, which only show how to animate models by directly getting data out but even there gaze interaction sample doesn't work. And if someone from vive responds to this question I'm not interested in AIO solutions as this is a pcvr problem
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