KikyoNanakusa Posted November 12 Posted November 12 My Unity got crashed when I ran the script below. using UnityEngine; using VIVE.OpenXR; using VIVE.OpenXR.EyeTracker; public class EyeTracker : MonoBehaviour { void Update() { XrSingleEyeGazeDataHTC[] gazeData; XR_HTC_eye_tracker.Interop.GetEyeGazeData(out gazeData); if (gazeData != null) { XrSingleEyeGazeDataHTC leftGaze = gazeData[(int)XrEyePositionHTC.XR_EYE_POSITION_LEFT_HTC]; if (leftGaze.isValid) { Debug.Log($"Left Eye Gaze Position: {leftGaze.gazePose.position.ToUnityVector()}"); Debug.Log($"Left Eye Gaze Orientation: {leftGaze.gazePose.orientation.ToUnityQuaternion()}"); } else { Debug.Log("Left Eye Gaze Data is Invalid."); } XrSingleEyeGazeDataHTC rightGaze = gazeData[(int)XrEyePositionHTC.XR_EYE_POSITION_RIGHT_HTC]; if (rightGaze.isValid) { Debug.Log($"Right Eye Gaze Position: {rightGaze.gazePose.position.ToUnityVector()}"); Debug.Log($"Right Eye Gaze Orientation: {rightGaze.gazePose.orientation.ToUnityQuaternion()}"); } else { Debug.Log("Right Eye Gaze Data is Invalid."); } } XrSingleEyeGeometricDataHTC[] geometricData; XR_HTC_eye_tracker.Interop.GetEyeGeometricData(out geometricData); if (geometricData != null) { XrSingleEyeGeometricDataHTC leftGeom = geometricData[(int)XrEyePositionHTC.XR_EYE_POSITION_LEFT_HTC]; if (leftGeom.isValid) { Debug.Log($"Left Eye Openness: {leftGeom.eyeOpenness}"); Debug.Log($"Left Eye Squeeze: {leftGeom.eyeSqueeze}"); Debug.Log($"Left Eye Wide: {leftGeom.eyeWide}"); } else { Debug.Log("Left Eye Geometric Data is Invalid."); } XrSingleEyeGeometricDataHTC rightGeom = geometricData[(int)XrEyePositionHTC.XR_EYE_POSITION_RIGHT_HTC]; if (rightGeom.isValid) { Debug.Log($"Right Eye Openness: {rightGeom.eyeOpenness}"); Debug.Log($"Right Eye Squeeze: {rightGeom.eyeSqueeze}"); Debug.Log($"Right Eye Wide: {rightGeom.eyeWide}"); } else { Debug.Log("Right Eye Geometric Data is Invalid."); } } XrSingleEyePupilDataHTC[] pupilData; XR_HTC_eye_tracker.Interop.GetEyePupilData(out pupilData); if (pupilData != null) { XrSingleEyePupilDataHTC leftPupil = pupilData[(int)XrEyePositionHTC.XR_EYE_POSITION_LEFT_HTC]; if (leftPupil.isDiameterValid) { Debug.Log($"Left Eye Pupil Diameter: {leftPupil.pupilDiameter}"); } else { Debug.Log("Left Eye Pupil Diameter is Invalid."); } if (leftPupil.isPositionValid) { Debug.Log($"Left Eye Pupil Position: {leftPupil.pupilPosition}"); } else { Debug.Log("Left Eye Pupil Position is Invalid."); } XrSingleEyePupilDataHTC rightPupil = pupilData[(int)XrEyePositionHTC.XR_EYE_POSITION_RIGHT_HTC]; if (rightPupil.isDiameterValid) { Debug.Log($"Right Eye Pupil Diameter: {rightPupil.pupilDiameter}"); } else { Debug.Log("Right Eye Pupil Diameter is Invalid."); } if (rightPupil.isPositionValid) { Debug.Log($"Right Eye Pupil Position: {rightPupil.pupilPosition}"); } else { Debug.Log("Right Eye Pupil Position is Invalid."); } } } } Then I tried sample scene, that contain the script like above. However my unity crashed again. My environment is this - Unity 2021.3.9f1 - VIVE OpenXR Plugin Version 2.4.2 - HMD: VIVE Pro eye Because of this situation, I googled about old versions of eyes and facial tracker SDK, but it seems HTC removed all sources. Like the URL below - https://developer.vive.com/resources/vive-sense/eye-and-facial-tracking-sdk/download/latest/ Is there any way to track eye gaze data? If anyone has the official URL that provide older versions of SDK ( it means non-OpenXR SDK) or know the method to do eye tracking by using current SDK (VIVE OpenXR Plugin), please teach me how.
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