🤿 neon-xr


Year

user-b8e44f 01 August, 2025, 09:11:00

Hello! I'm working on a Unity 2021 project using Neon XR, but I noticed the folder com.pupil-labs.neon-xr.unity is no longer in the GitHub repo. Would anyone happen to have an older archive or a fork with the full Unity integration? I'm a beginner in this field, so any help or guidance would be greatly appreciated. Thanks in advance!

user-f43a29 01 August, 2025, 09:11:58

Hi @user-b8e44f , can you provide the link that you are using?

The Neon XR Github repository is still available at the same link, here.

user-b8e44f 01 August, 2025, 09:13:11

Hi ! I am using this one : https://github.com/pupil-labs/neon-xr

user-f43a29 01 August, 2025, 09:15:13

Ok, that is correct. The name of the folder you are looking for is com.pupil-labs.neon-xr.core. I do not believe it ever had the name com.pupil-labs.neon-xr.unity. May I ask where you found code that uses that package path?

user-b8e44f 01 August, 2025, 09:20:41

Thanks for the clarification! I might have misunderstood what a colleague mentioned earlier – sorry about that. In any case, thank you very much for your help, I’ll try working with the .core package directly and see how far I can get.

user-f43a29 01 August, 2025, 09:21:21

You are welcome. Feel free to ask questions and you can find the full Neon XR Documentation, including that for the Core package, here.

user-fb087b 04 August, 2025, 20:59:20

Hi Rob, it worked with a dedicated router! Thank you for your help! I do have one more issue when building it on my own via the github branch. When i build it to the headset and open it with hand controls, it asks to switch to controllers before launching, even though the actual scene uses hand controls. Is there a setting I need to change in the project to launch using hand controls? Thank you so much for your help!

user-f43a29 04 August, 2025, 21:23:33

Great to hear. Just to be certain, are you building the main branch or the neon branch?

user-40931a 12 August, 2025, 23:47:06

Hey all! I see that I'm not the only one asking about getting neon-xr working with the Vive Pro 2 VR headset, and I see the pupil-labs pages with models to enable people to design a mount for 3D printing. Before I go off and do that work, has anyone here done it already that would be willing to share the CAD model?

user-4a07fe 19 August, 2025, 13:45:10

Thanks for your reply. I'm actually assessing the Unity dev environment before purchasing Neon. Could you tell me if your add-ons offer functionality to map gaze to Game Objects in real-time, or if it must be done with Pupil Cloud?

user-f43a29 19 August, 2025, 14:00:13

Hi @user-ef050f , since you are interested in Neon and Unity, I have moved your question to the 🤿 neon-xr channel.

So, Pupil Cloud is not used for real-time, but rather for post-hoc analysis.

Rather, all real-time usage and data recording happen locally, on a network of your choice. With Unity, you would use our Neon XR Core Package to receive the gaze data in real-time, also transformed to the VR coordinate system if needed.

You can then raycast that data into the simulated environment and use Unity routines to map it onto the surface. This would require custom code or if you want a more turnkey solution, you could look into third-party software that integrates with Neon and Unity, such as that provided by SilicoLabs.

user-f43a29 19 August, 2025, 14:02:44

And @user-ef050f , to clarify, you can in principle use Neon's real-time gaze data with the XRI Toolkit, or systems that build on it, such as the MRTK3 Project, for which we have examples.

End of August archive