🥽 core-xr


user-0aca39 03 August, 2022, 13:25:04

Hi, we're trying to run your Unity plugin on Android (with AR-Foundation plugin), we have to use Scripting-Backend IL2CPP (without it our app crashes for other reasons, it's just demanded). However, MessegePack (which you use in your plugin) doesn't support IL2CPP (only mono) and requires (according to MessagePack developer) something called pre-code generation (Ahead Of Time Compilation). We weren't able to make it work. Do you know how to work around the problem ?

papr 03 August, 2022, 13:27:11

Unfortunately, not. That question is best to be directed at the msgpack developers.

user-0aca39 03 August, 2022, 13:25:48

MessagePack works when running it on Windows in Unity Editor, but refuses to cooperate while built on Androis device

papr 03 August, 2022, 13:27:58

@user-0aca39 Could you elaborate on how you use Unity on Android? Do you overlay AR content on the phone or is it a AR headset that is driven by the Android app?

user-0aca39 03 August, 2022, 13:30:09

Everything happens on Android device, we use AR Foundation's scene to perform AR-features. On top of it we try implemented your Gaze Tracker in the same scene, which connects to Pupil Service via local network and tries to exgande eye data

papr 03 August, 2022, 13:31:13

What eye tracking hardware do you use?

user-0aca39 03 August, 2022, 13:30:37

We build apk and run it as an Android App, works pretty well tbh

user-0aca39 03 August, 2022, 13:30:57

(except for the messagepack issues)

user-0aca39 03 August, 2022, 13:31:41

Your own eye-tracker

user-0aca39 03 August, 2022, 13:31:48

Places inside Aryzon headset

papr 03 August, 2022, 13:32:52

Thank you for the clarification. 👌

user-0aca39 03 August, 2022, 13:31:55

Placed*

user-0aca39 03 August, 2022, 13:32:47

HTC Vive Add-On to be precise

user-0aca39 03 August, 2022, 13:33:40

Np 😉 Do you know any alternatives for MessagePack in your plugin ?

papr 03 August, 2022, 13:35:34

There might be other msgpack implementations but you will need some kind of msgpack decoding. It is the main serialization format for the data transfer.

user-0aca39 03 August, 2022, 13:37:10

@papr Thany you very much for your help, have a nice day

papr 03 August, 2022, 13:39:11

You too! Please let us know if you find a suitable solution!

user-0aca39 03 August, 2022, 13:37:14

Thank*

user-4bc389 05 August, 2022, 05:21:40

hi I want to use vr/ar components. Which model of HTC is more suitable? Is HTC vive pro2 suitable? Thank you

user-9429ba 05 August, 2022, 16:53:45

Hi @user-4bc389 The Pupil VR Add-on is compatible with HTC Vive, Vive Pro and Vive Cosmos. Our hardware is not compatible out-of-the-box with other VR headsets.

user-988204 08 August, 2022, 18:28:18

Hello, I have a quick question about hmd-eyes unity plugin. I can understand this plugin will work with pupil core but can I use this for pupil invisible as well? I want to get pupil invisible data from unity and try to implementing it (without vr connection). Is it possible? Thank you.

user-9429ba 09 August, 2022, 08:30:21

Hi! 👋 This would be problematic because Pupil Invisible relies on the smartphone companion app for real-time gaze estimation. Gaze is within scene camera coordinates. See this message for reference: https://discord.com/channels/285728493612957698/285728493612957698/980804590716993588

user-988204 15 August, 2022, 13:29:40

Thanks for reference!

papr 15 August, 2022, 08:20:11

While Richard is correct about the different gaze coordinate systems, you can remote control some of Invisible's functionality via the http API nonetheless. https://github.com/pupil-labs/realtime-network-api

user-988204 15 August, 2022, 13:29:27

Thank you so much!

user-886683 30 August, 2022, 03:57:01

Is it okay to use the diameter_3d values to calculate pupil size? (or is there other value or equation that needs to be done?)

Chat image

nmt 30 August, 2022, 10:52:33

Hi @user-886683 👋. diameter_3d is our pupil size estimate in mm. If you haven't already, I'd recommend reading our Pupillometry best practices: https://docs.pupil-labs.com/core/best-practices/#pupillometry

user-886683 30 August, 2022, 03:57:48

https://pupil-labs.com/blog/research-digest/better-pupillometry-corneal-refraction/ I also found this article and is there a open source or plugin for this?

nmt 30 August, 2022, 10:56:21

The employed eyeball fitting and refraction correction scheme is already implemented as part of the Pupil Capture/Player pipeline! However, the exact data filtering and processing steps done in the paper, if you wanted to reproduce that, would need to be implemented by you.

user-886683 31 August, 2022, 03:43:45

Thanks! Also, I Found the diameter_3d in multiple extracted csv files from Player. Is these values are all equal??

nmt 31 August, 2022, 06:51:01

Note that if you run the exporter more than once, you'll get multiple 'pupil_position.csv' files in different export folders. diameter_3d could be different if you ran post-hoc pupil detection and tweaked the 2d detector settings, or froze the pye3d model at different times, for example.

user-f590a4 31 August, 2022, 10:42:53

hello I have a problem with the VRAR extension for the HTC Vive. Every time I start PupilCapture, only the right eye is detected. The left one (eye1) remains gray and without image. However the messages states that eye1 camera is detected but backlight value could not be set... Normally I could solve the problem by restarting, but since today that doesn't work anymore. I have tried it on different computers but without success. Is this problem already known and/or what could be the reason? I already thought of a loose contact... 😦 But the device is also not so old (bought in May / June this year)

papr 31 August, 2022, 14:55:44

Hi, could you check something for me? In Pupil Capture, open the video source menu, switch to manual camera selection, and let me know which entries are being listed in the source drop-down selector

End of August archive