🤿 neon-xr


Year

user-a266fa 02 August, 2024, 06:40:08

How do I get it for the valve index

user-d407c1 02 August, 2024, 06:58:49

Hi @user-721218 , I’ve moved your message to the appropriate channel. We currently have two XR options:

  1. Our legacy 🥽 core-xr add-ons, which are compatible out of the box with the HTC Vive, Vive Pro, and Vive Cosmos, and use the traditional Pupil Core's workflow (calibration, tethered to a computer, etc..).
  2. Our newest 🤿 neon-xr which is modular, and allows you to use the same eye-tracker on multiple frames/headsets, and employs a neural network to accurately track your gaze, even with headset slippage or repeated wearing on/off. For more details, visit this link.

Neither of these options fit the Valve Index out of the box, so you would need to custom-build a mount. For this, we recommend using Neon, as it is easier to prototype and use. Please refer to this guide for more information on developing your own mount.

If you would like a demo and Q&A session with one of our product specialists, please contact us at [email removed] Let us know if you have any questions.

user-721218 02 August, 2024, 07:03:40

Oh

user-435838 06 August, 2024, 21:31:34

Hi, I was wondering if Neon XR has a version for XR Interaction Toolkit for the Calibration scene, similar to the MRTK PL_Calibration. This would be really helpful!

user-07e923 07 August, 2024, 06:51:37

Hey @user-435838, the toolkits that are currently available for Neon XR can be found at our documentation. The examples we've included in the demos offer you ways/ideas to implement gaze into your virtual environment.

user-ed9dfb 12 August, 2024, 15:25:40

Hello Pupil Labs, I just received the Pico 4 mount and want to test out the MRTK3 template project. I wonder if and how you test when developing for PCVR. I believe the MRTK3 template project requires hand tracking in order to properly function , but when I connect my Pico 4 through Pico Connect and SteamVR, I don't have functioning hand tracking while playing in the editor.

I guess the same counts for when developing for Pico 4 with the Pico Integration SDK. Do you know a way to play vr application in unity editor with pico 4 with hand tracking? Needing to always build and install on device seems a bit cumbersome.

user-f43a29 13 August, 2024, 08:28:31

Hi @user-ed9dfb , can I first quickly clarify:

  • When you say "PCVR", you mean that you have the Pico 4 headset connected via a cable to your PC?
user-ed9dfb 13 August, 2024, 10:59:04

yes, through usb cable

user-ed9dfb 13 August, 2024, 12:28:10

my main question is, how did you develop the demo scenes? For testing purposes, did/do you always build and install to pico 4 device? Or is there a good way to test the demo scenes while developing on pc?

user-f43a29 13 August, 2024, 12:37:06

Hi @user-ed9dfb , I now have an update. Hand tracking should not be necessary. However, our MRTK3 template project has not been tested with Pico Connect and SteamVR. This could be an issue deeper in the MRTK3 components when used in this manner and you might want to contact that community.

If you want to go the Pico Connect and SteamVR route, then you might want to contact the SteamVR community and maybe the manufacturer of the Pico headset.

user-ed9dfb 13 August, 2024, 12:44:44

with how things are currently programmed in the PL MRTK3 template project, hand tracking is necessary for almost all interactions. For example, a pinch gesture is needed to confirm that the wearer is looking at a target in the PL_Calibration scene

user-ed9dfb 13 August, 2024, 12:49:52

how does your development/debug process look like? Do you always build and install to Pico 4 device for every iteration? Or are you using other VR headsets while developing/debugging the template project?

user-f43a29 14 August, 2024, 07:41:07

Hi @user-ed9dfb , ah, let me clarify:

  • I meant that hand tracking is not strictly necessary. In the sense, that you can change the examples to use a controller or keyboard instead.
  • It is not required to build and install to the Pico 4 device every iteration. You can develop with a tethered connection (PCVR) and run/stream the app in real-time, or you can install the app and run it from the headset's internal memory (i.e., standalone). You can also use Unity's VR simulator to make testing easier. Whichever is easiest or appropriate for your scenario.

It sounds like the issues are stemming from using the untested SteamVR and Pico Connect software.

Have you tried running the examples without those, just to be sure that everything with the standard setup is working correctly? If yes, then we recommend checking in with the Unity and SteamVR communities, as these do not seem to be issues with Neon-XR specifically.

user-ed9dfb 14 August, 2024, 13:47:13

Hello Rob, thank you for your answers. I'll look into changing the PL demo scenes so they don't require tracked hands.

Is there a way to do tethered PCVR without using Pico Connect and SteamVR? As far as I know, this is the official Pico way with the most up to date Pico firmware (5.9.2 in my case).

user-f43a29 14 August, 2024, 13:56:30

Hi @user-ed9dfb , can you try the following development workflow?

  • Use simulator mode to see how it looks and works on your computer monitor for quick development. You can try either the Simulator view or the XR Device Simulator.
  • Every now and then, use the Unity Live Preview mode to see how it looks in the headset (note that this is not 100% VR; it is just a test mode). You can run this tethered. This is similar to, but not exactly the same as, PCVR with SteamVR. You can use the Play button in Unity or try Pico's Unity Live Preview plugin.
  • When you are satisfied, then build the app and install/deploy it to the headset to run it in full VR.

You should be able to sidestep Pico Connect and SteamVR with this approach.

user-ed9dfb 14 August, 2024, 14:19:35

Thanks for the detailed description! I see that using Pico's Unity Live Preview and using the Pico Developer Center is an alternative way to stream from the Unity editor to the tethered headset (albeit in a choppy framerate). However, also in this approach, hand tracking doesn't seem to work, should it? I currently don't have Pico Unity Integration SDK imported since it's geared towards deploying on the pico device and not meant for Windows PCVR. But maybe it would allow for hand tracking while being tethered to pc?

user-f43a29 14 August, 2024, 15:36:38

Hi @user-ed9dfb , I would recommend going through our MRTK3 installation steps for the Pico 4 from scratch. The Pico Unity Integration SDK is indeed part of the installation steps.

Try that out and let us know how it goes.

user-ed9dfb 14 August, 2024, 14:36:23

I understand these are not strictly Neon XR related questions (other then needing to change the default way of interaction in the PL demo scenes from hand gesture based to controller input based), but since the official Pico developer forum is nearly abandoned, I appreciate any help I can get

user-ed9dfb 14 August, 2024, 15:45:31

I'm targeting Windows as vr platform, which doesn't mention the Pico Unity Integration SDK (Other Platforms). But I'll try some combination of sdk's and tools and see what works best for my use case. Thanks for the support.

user-f43a29 14 August, 2024, 16:10:18

I'm not sure I follow, as the Pico Unity Integration SDK is supported on Windows. I would recommend trying to install it, then follow the rest of the steps, and see how it goes.

user-8619fb 15 August, 2024, 00:09:37

Hi! Is there an example I can find on integrating neon to unity? i.e. setting up the listener and previewing a crosshair of the gazepoint? Something I can just follow to set up the system unity? I saw this (https://docs.pupil-labs.com/neon/neon-xr/neon-xr-core-package/) but I want something more detailed or shows how its done till the end on unity. Thanks!

user-f43a29 15 August, 2024, 09:15:07

Hi @user-8619fb , have you seen our MRTK3 template projects? If you load up one of those in Unity, then you will see examples showing how to integrate Neon-XR into a complete Unity app.

user-ed9dfb 15 August, 2024, 09:57:35

The Pico Unity Integration SDK is supported on Windows only as a development platform, not as a deployment platform. But even as a development platform, I haven't found a way yet to easily and quickly playtest apps that require hand tracking (other then building and installing apk on pico 4 device) but I believe there are still some options open that I haven't tried yet. For now, not being able to easily test with hand tracking is ok for me as I'm not developing an app that requires hand tracking at the moment and I will look into changing the Pupil Labs demo scenes so they don't require hand tracking either.

user-f43a29 15 August, 2024, 22:31:13

Hi @user-ed9dfb , if it is alright, I will try to provide a more comprehensive response:

Since the Pico devices run Android, the Pico SDK itself only supports builds for Android. If you want to run the app natively on Windows, then yes, you would need to try Pico Connect or check with the manufacturer of the Pico headset about other methods. You can also try a different headset (and respective SDK) that runs Windows or is tethered to a Windows machine.

As mentioned, we have not tested Pico Connect, but this does not mean that it will not work. In principle, it should work, with hand tracking, as it is independent from Neon XR, but the Pico and Unity communities are better positioned to help with setting up Pico Connect.

Our MRTK3 template project features hand tracking and it should be possible to use the live preview (i.e. hitting the play button in Unity) while the headset is tethered to the computer to test the app, including hand tracking. The MRTK3 also provides input simulation, so you can simulate the hands via keyboard and mouse, allowing for quick development (this is in addition to the previously mentioned workflow: https://discord.com/channels/285728493612957698/1187405314908233768/1273279085505806337).

You mentioned that the simulator is "choppy". This could be due to the GPU or other available system resources in the development computer, but I cannot say for certain. The Pico manufacturer might have some tips with respect to that.

If you use the Neon XR Core utilities for Unity, then you can also integrate the datastreams into other frameworks & SDKs. If you end up going that route, then let us know how it works out.

user-ed9dfb 15 August, 2024, 10:00:48

it's a shame we just ordered the pico 4 headset and vr mount a few days before the Quest 3 mount announcement. In my experience, Meta headsets are a few steps ahead in terms of development tools and there is more online community. Probably we will switch to Quest 3 sometime in the future.

user-d5c9ea 15 August, 2024, 22:00:13

Hi, my research organization is looking to purchase the Pupil Neon Quest 3 Bundle. We are looking to explore academic discount. Whom should I be reaching out to get more info on the same ? Thanks 🙂

user-f43a29 15 August, 2024, 22:37:07

Hi @user-d5c9ea , you can apply the academic discount when you view your cart in our Online Shop (see attached image). Otherwise, you can send an email to [email removed]

Chat image

user-d5c9ea 15 August, 2024, 22:40:04

Thanks, Rob !

End of August archive