Hello there! I am looking into how to use unity_pupil_plugin_vr with my own scenes. Currently, I just imported the prefab Pupil Manager into an empty scene. The calibration could be run smoothly; however, calibration always failed. When I looked into the pupil capture window, I saw the following output. Starting Calibration world - [INFO] calibration_routines.hmd_calibration: Starting Calibration Stopping Calibration world - [INFO] calibration_routines.hmd_calibration: Stopping Calibration world - [WARNING] calibration_routines.hmd_calibration: No matched ref<->pupil data collected for id0 world - [WARNING] calibration_routines.hmd_calibration: No matched ref<->pupil data collected for id1 world - [ERROR] calibration_routines.hmd_calibration: Calibration failed for both eyes. No data found I am wondering how I can solve this problem. I am using HTC Vive and pupil softwares v1.9 on a Windows 10 machine. Thanks in advance! In addition, is it possible to make the unity project of the demo 2d_calibration_demo_vr_v0.6 available? The demo runs successfully on my machine, so it would be very helpful for me to look into the project setup of the demo. Thank you so much!
Hi - I was looking for the same answer that @user-407d55 was just asked about. I am working on setting up my on custom project in unity and with a VIVE and would really like to see the source project for the 2D calibration file. I am working through it, but keep getting quite a few errors. Seeing your project would be a great help. Can you post? Thanks!
@user-6b1b1f I think I have found the scene for the 2d_calibration_demo_vr. It is under the folder Market Scene Demo. I don't know why I was looking in the wrong places. π
hello,buddies.i want to know what the eye tracking add-on on hololens can be used to do, can anyone tell me ?
hololens also have the function of gaze tracking , what is the difference between the gaze tracking function in hololens and the eye tracking technique?
hello?
@user-773270 the hololens gaze tracking feature is just a vector pointing out form the center field of view colliding with the scene AFAIK. With Pupil Labs add-ons you can get the vector of the eyes pointing into the scene as well as pupil diameter info.
Hello there! I am facing the same problem as @user-ed036b . Has anyone solved this issue? Thanks a lot!
I have another question too. When I was running my game in the Unity Editor, the calibration started normally and loaded the next scene successfully. However, when I was running my game in the build/exe, the calibration was somehow skipped and the game started with the scene after the calibration. I really have no clue what is going on. Am I missing anything? Thanks!
@user-407d55 Did you check if the scenes in Unity's build window are in the correct order?
@user-6c7426 Thank you so much! That solved my problem. π
@user-407d55 No problem. Glad it worked!
Hi there! I have another question. I notice that as soon as I press R (which told the eye tracker to start recording), my game goes a lot faster than before. I am using a coroutine with "yield return new WaitForSeconds(1)" to apply a different texture to a game object every 1 second . However, when R is pressed, it appears that it becomes much less than 1 second. But when I print out the times using Time.time and look at the differences, it is 1 second. Has anyone run into a similar problem at all? Thanks!
Thanks @user-407d55 this looks like the info I was looking for. I have a demo running now. But my tracking is not as good when passed thorugh to my custom AR routine. Also, how do you record data. If I press 'R" while running my unity program (or the demo 2D model) it crashes unity. How do you record data while running the pupil through unity?
Hi @user-407d55 , Timing is not trivial in Unity, I have experienced a lot of headache about it. Unity is per default not meant to be realtime, it uses its own "simulation-time". I think you call the WaitForSeconds in your Update() method, right? Try to use the FixedUpdate() and use WaitForSecondsRealtime() ... the output of Time.time depends on where you call it, as far as I recall. Try to use Time.realtimesincestartup , this should get always the same value, regardless if its called from Update, FixedUpdate or another thread. You can set the fixedUpdate interval in the timing setting of the project. As far as I know the recorder slows down the fps to 30, so the simulation will have another time than you would expect when running on 90 fps in VR..
@user-6b1b1f I experienced crashes too. In my case, I fixed them by changing the CustomPath in the Inspector of PupilGazeTracker. Not sure if it's the same problem for you. Hope this helps!
Thanks @user-29e10a ! I will try to use those methods.
hi i try several times to use hmd with htc vive....
i load the package hdm, but the 2d_calibration demo stops to the text success
i want to use the pupil lab in my scene, but i don't understand. how link my scene with the package imported...
@user-07ff17 you need to add it in the pupil manager in your calibration scene, there is this available scenes, change the size first and then drag your scene into it.
take a look at this link https://github.com/pupil-labs/hmd-eyes/blob/master/Developer.md#pupil-manager-prefab
@user-63941a i do it, but i have problems with the recording camera in the calibration scene....the output video results blue... and with the heatmap scene i dont have any result in overlay only the map.... but the video vr can be played with pupil player?
hmmm, that sounds weird to me... AFAIK, the video output should be generated from a fake source since there is no world video input, so maybe that's why the output video is blue. Didn't run the heatmap demo myself, so not sure what exactly would be a solution to your later half of the question.
hey guys, I run into some problems when trying to use pupil lab to record fixation data using htc vive and would really appreciate some help. I keep getting this { ERROR launchalbes.player:Could not generate world timestamps from eye timestamps. This is a invalid recording } error in terminal when I try to play a recording in pupil player. previously I managed to avoid this problem by stopping the recorder before the game ends, but that trick doesn't work anymore after I deleted the player setting. any idea on how to fix this bug?
And when I tried to export the fixation data, I found it a bit confusing to synchronise with the events in the unity game world. there is this start_timestamp and start_frame_index which can be used to determine when does a fixation occur. I checked the documentation on data format, but I am still not sure about when does the start_timestamp and start_frame_index starts counting? is it after the calibration scene or at the beginning of the next loaded scene? If I want to synchronise the time stamp with, say, Time.realtimesincestartup or Time.time in Unity, is there a way to do that? thanks.
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hi all my eye0 and eye1 camera are not showing a picture of the eyes instead they showing a grey scree what does that mean
@user-9f40a2 they are not selected in the eye camera windows or the drivers are not installed correctly. If youβre on Windows, start pupil capture with admin rights and plugged in headset
Hey guys, I'm totally new to here. I'd like to implement pupil eye tracking in my Unity project. Currently, I am using hmd -eyes project in Unity 3d with HTC vive. But when I play the scene, I noticed there is no connection between Unity and Pupil server like this picture. Could you give me the instruction on what I can do with this problem?
@user-dc4053 hey, are you sure the pupil remote plugin in capture listens at port 50020?