🥽 core-xr


user-a2077d 01 August, 2025, 08:52:57

Hi there, I am using the Core built for the Vive for a project using a different VR setup, and I am trying to learn how to calibrate it manually (post hoc is okay), without a world video. Essentially, I want to play a video with a calibration portion in the beginning and be able to set the coordinates properly using that portion, then track eye movement through the rest accurately in 'screen coordinates'. I am new to PTC stuff so I was wondering if there is a recommended method for achieving this. I am open to using a specific calibration video or something, but I am mostly interested in the transform between the 2d c++ coordinates and the 'world view' or screen coordinates. The 3d method does a good job of mapping this, but isn't quite as accurate in the same range of positions as the 2d (from what I've seen) so I was hoping to use that. If there is something in the documentation or code I've missed, please let me know!

rob 01 August, 2025, 08:59:54

Hi @user-a2077d , are you familiar with our Unity plugin, called hmd-eyes?

user-ef050f 19 August, 2025, 08:17:53

I'd like to use gaze-to-object mapping to annotate at recording time in Unity. Are there alternatives to Tobii's G2OM that do this job accurately? Can it be done with XRI's Gaze Interactor?

rob 19 August, 2025, 11:57:48

Hi @user-ef050f , I cannot speak for the Tobii G2OM software. Our Unity integrations are only compatible with the Pupil Core VR Add-ons and Neon XR setups that we provide.

May I first confirm that you are using a Pupil Core VR Add-on?

user-6d25d0 22 August, 2025, 08:29:27

Hey, im pretty new to Eye tracking but always wanted to get to know more. Now i got the Htc vive pro with pupil labs eye tracking and my goal is to be able to use it in vrchat. The cameras work but i have no idea how to continue. Would be nice if someone could help me out ^^ Kind Regards

rob 22 August, 2025, 08:29:57

Hi @user-9d5d9f , I've moved your message to to the 🥽 core-xr channel. So, this is in principle possible with the Pupil Core VR Add-ons, since VR Chat has an Eyetracking API, but it will require some programming to connect it with Pupil Core's Network API. Aside from that, I am not sure how you would do a calibration in the context of VR Chat. You might need to adopt the methods from our hmd-eyes calibration example and then use the result of that calibration.

Overall, our latest eyetracker, Neon, would be much easier to use in this context, as it is deep-learning powered & calibration-free, while offering a more powerful, yet simpler, Real-time API.

user-9d5d9f 22 August, 2025, 11:03:43

Hey, i found a software that should work. But my cameras do not seem to be working correctly. I do get an image from both, but the left eye IR diodes seem broken

Chat image

neil 25 August, 2025, 11:54:00

Hi, @user-9d5d9f. Can you please try restarting pupil capture with default settings. Does the IR image still seem dark?

user-9d5d9f 22 August, 2025, 11:03:58

this is what it look like when i put on the Headset

Chat image

user-9d5d9f 25 August, 2025, 12:45:38

yes, the camera stays dark.

neil 25 August, 2025, 12:55:15

Thanks, @user-9d5d9f! Then I believe that the IR illuminators might be faulty and the system would need to be returned to our office for inspection and/or repair. Please reach out to [email removed] with your original order ID and someone from the operations team will take over.

user-9d5d9f 25 August, 2025, 12:56:00

Hey, i bought the device used and dont have any invoices sadly. How much would a repair cost?

neil 25 August, 2025, 13:38:17

Once you've contacted them, the operations team will be able to give an estimate of costs, @user-9d5d9f.

user-5a98fe 27 August, 2025, 10:59:53

Hi everyone, I've imported the Pupil Plugin in a new project on Unity 2022.3.62f1 and I have the same issue of this post. In particular, the error message is Assets\Plugins\Pupil\3rd-party\MessagePack\Internal\AutomataDictionary.cs(481,16): error CS0246: The type or namespace name 'DynamicAssembly' could not be found (are you missing a using directive or an assembly reference?). If I open the c# project on Visual Studio I have 13 errors divided in 3 types: 1 type is the same on Unity. The other 2 are:

  • 'ILGenerator' does not contain a definition for 'EmitLdloca' and no accessible extension method 'EmitLdloca' accepting a first argument of type 'ILGenerator' could be found (are you missing a using directive or an assembly reference?)
  • There is no argument given that corresponds to the required parameter 'methodInfo' of 'ILGenerator.EmitCall(OpCode, MethodInfo, Type[])'.
rob 28 August, 2025, 11:10:08

Hi @user-5a98fe , do you mean that you are starting from the provided starter_project_vr in the hmd-eyes repository or you are only following the steps of the Adding hmd-eyes to Existing Projects section ?

user-5a98fe 28 August, 2025, 13:32:46

Yes exactly

rob 28 August, 2025, 14:36:43

Yes exactly

End of August archive