vr-ar


user-a49a87 02 November, 2018, 13:17:40

@user-a18fb3 You can find the prefab in hmd-eyes-master\unity_pupil_plugin_vr\Assets\pupil_plugin\Resources and the material in hmd-eyes-master\unity_pupil_plugin_vr\Assets\pupil_plugin\Resources\Materials

user-ed036b 03 November, 2018, 02:33:58

Has anyone experienced issues while using recording feature in Unity plugin? I have an annoying problem where during the recording the user's scene view is not stable and keeps flickering(due to steamvr loading screen) and stops only when the recording is stopped. It interrupts the smooth flow of his game. The loading screen which appears during every frame write looks something like below. It interrupts the smooth flow of the game and also makes the recording useless as the user keeps focusing on the flicker rather than the actual objects of interest. I would really be grateful if someone shows light on the issue here?

user-ed036b 03 November, 2018, 02:36:38

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user-90aa66 07 November, 2018, 18:07:37

@user-a49a87 yes we found it there but i think it was missing specifically from the prebuilt unity package https://github.com/pupil-labs/hmd-eyes/releases/download/v0.6/hmd_eyes_vr.unitypackage

user-37c096 09 November, 2018, 01:30:30

I am beginner for pupil and hololens. when I open the 'unity_pupil_plugin_hololens' with Unity3D, there are a lot of errors, is that normal? or anybody can give me a hint?

user-37c096 09 November, 2018, 01:33:43

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user-37c096 09 November, 2018, 01:35:18

@user-90aa66 @user-ed036b @user-a49a87

user-37c096 09 November, 2018, 01:36:56

@mpk

user-37c096 09 November, 2018, 02:52:04

I reinstall the unity3d, and solved only part of the problem, now get the errors:

user-37c096 09 November, 2018, 02:52:20

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user-37c096 09 November, 2018, 02:58:11

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user-37c096 09 November, 2018, 02:59:10

there is no more errors when I delete these lines, is there any problem?

user-37c096 09 November, 2018, 03:06:09

there is no response when double click the 'Shark Demo/2D Calibration Demo'

user-7a9710 09 November, 2018, 09:38:38

Hi , i'm trying to make my own hmd_calibration_client.py https://github.com/pupil-labs/hmd-eyes/blob/master/python_reference_client/hmd_calibration_client.py

user-7a9710 09 November, 2018, 09:39:17

but I don't understand what "ref_data" number meaning

user-7a9710 09 November, 2018, 09:40:15

if ref_data = [0.5,0.5] then does it mean that I am looking at the center of my htc len? and what ref_data value should I send to pupil if I try to look at left bottom corner of my htc len?

user-7a9710 09 November, 2018, 09:46:22

for example , when hmd_calibration_client tell me to look at pos [1,1] , should I try to look at top right corner of my view or just top right edge of HTC lens?

user-a5f66b 12 November, 2018, 00:02:09

Hello, I am trying to use pupil labs eye tracker with HTC Vive Pro. I have tried calibrating with hmd_eyes_vr.unitypackage as well as Pupil.Import.Package.VR.unitypackage but do not feel like any of them are tracking my gaze properly. I would really appreciate if anyone can suggest which one of these is a recommended API for development on Unity. Could anyone suggest proper guidelines on how to use them?

user-5d4664 13 November, 2018, 17:55:18

There is a null pointer exception on "OnDisconnect() inside pupilManager.cs, which hangs unity editor. Anybody faced the problem of Unity Editor hanging always?

user-8a8051 13 November, 2018, 22:23:49

Hi all, has anyone tried the using the wireless adaptor for vive or vive pro? Also, will the pupil inserts be able to run/transmit over the wireless adaptor or will the cable always be required?

user-54f521 14 November, 2018, 10:28:08

hello, we have a problem with the white callibration markers on the hololens. While testing in Unity the markers correctly always look at the camera and the black dot is visible, but when we build the project and run it only on the hololens, the black dots on the markers dureing callibration disappear. No clue what the problem might be, we already checked that the LookAt() function does have the camera and is being called correctly.

user-9d45c9 14 November, 2018, 10:53:14

@user-37c096 I think you should just read through the errors you get when you are starting the scene. The problem lies not in the Pupil Labs asset but in HoloLens one. Maybe you should download it (it's my guess, I never developed for HoloLens). Also, errors about "PhoneLogo" or "StoreLogo" suggest that you are trying to build the app for a mobile device. Maybe you missclicked something in the build settings? @user-a5f66b have you tried this: https://www.youtube.com/watch?v=6sWmOcGMDTk ? You need to adjust the parameters in the Pupil Capture for it to work correctly.

user-9dbee3 14 November, 2018, 20:28:54

hi I am using hmd -eyes project in Unity 3d with HTC vive. I am wondering is there a way to export the in game position in terms of worldpoint, whenever the positon changes?

user-9dbee3 14 November, 2018, 20:33:25

I am left over with the legacy of one of the postgraduates data and I am struggling to make sense of how the data is collected, how can I set the environment up for future experiment..etc... I would be really thankful for any clue and answer. thx.

user-9dbee3 14 November, 2018, 20:42:57

oh, and also, it appears that 3d calibration can't complete for a portion of the participants in the previous experiment. I am wondering why this could be the case or what would be the preferred calibration method to use in room size VR setting. cheers 😃

user-d672d4 16 November, 2018, 21:51:22

Hello! We are currently calibrating and using subscribing to "gaze," which is working to get our pupil positions. We would like to also pull the pupil confidence confidence (NOT model confidence) and diameters for each eye. Is there a supported way to do this?

So far we have tried both to access the "base_data" dictionary from the gazeDictionary (but this is apparently null), as well as additionally subscribing to "pupil.", then using "PupilTools.OnReceiveData += CustomReceiveData" which works for confidence and diameter but seemingly breaks the "gaze" subscription functionality.

user-a6a5f2 18 November, 2018, 22:18:43

The v0.6 release notes recommend using pupil capture instead of pupil service. Is this a temporary shift/recommendation until pupil service can be updated? Are there any plans to deprecate pupil service?

mpk 19 November, 2018, 09:23:33

@user-a6a5f2 this is temporary. We have not had time to fully test service and capture offers the same functionality.

user-a6a5f2 19 November, 2018, 17:04:26

Got it. Thanks @mpk

user-8779ef 20 November, 2018, 19:11:31

Hey guys, it has been a while since I've fired up the pupil labs integration, and I still get the occasional question from colleagues about its current state.

user-8779ef 20 November, 2018, 19:12:18

So, how is the 3D gaze mapping integration going? Does the 3D gaze mapping demo allow me to visualize gaze as a raycast, rather than a point in depth?

user-d3a1b6 20 November, 2018, 21:35:24

I'm having a memory leak issue. For reasons too complicated to go into I need to use the IL2CPP backend for building my hololens-pupil labs project. However, when I run my program as soon as I connect it to the pupil labs hololens relay I get a memory leak. The memory usage climbs until it hits the 900MB cap of the hololens and then the app crashes. This usually happens in 10 - 20 seconds after launching. Has anyone else run into this issue before? I'm using Unity 2017.4.4f1. Thanks.

user-d8add3 21 November, 2018, 18:37:04

Hi. I'm trying to get a simple Unity setup going with a Pupil for the Hololens. To that end, I've downloaded Pupil 1.9.7, hmd-eyes and am trying to get the 3D Calibration Demo scene to work. I had the same problem @user-37c096 had. Might the HoloToolKit included be out of date? I swapped it with another that I'd been using before and was able to run the scene through the Hololens Remoting app. However, the scene never connects to the server.

user-d8add3 21 November, 2018, 18:39:15

I'm running Pupil Services. I've enabled both eyes (and associated them to whatever cameras). It seems to be locating pupils. On the Unity side, I see: Waiting for a connection. Started UDP client on port 50022. Could not connect, retrying in 5 seconds. System.NetSockets.SocketException: An existing connection was forcibly closed by remote host.

user-d8add3 21 November, 2018, 18:43:59

What little documentation there is doesn't seem to match the layout of hmd-eyes. For example, I don't see a scene at Assets/scene/Calibration.unity

user-d8add3 21 November, 2018, 18:45:01

In either the 2D or 3D scene, I don't see a place to specify a property on PupilGaze called Server IP

user-d8add3 21 November, 2018, 18:53:47

I see that the Editor Mode UDP Port on the PupilGazeTracker component doesn't match the Pupil Remote Address in Pupil Services. Should it? Making them both 50020 doesn't seem to help.

user-d8add3 21 November, 2018, 19:06:49

Got it working. I didn't realize it's the Capture side that works now. Somehow I fell into reading the documentation on a mirror of the actual documentation on GitHub, and those docs are out of date! (The bit about HoloToolKit might still be a problem for other folks)

user-324a3b 26 November, 2018, 05:34:38

Hi, In Shark Demo 2D Calibration with HoloLens, When I use the HoloLens Web Portal for live streaming, the resolution of the screen, which is viewed as a HoloLens, is changed. So I can not gaze at the calibration points on the circle. When I watch live stream after calibration, the gaze point is different between HoloLens and live stream. I think running a live stream on SharkDemo seems to break the resolution. Because other applications do not break the resolution when viewing the live stream. Do you have feedback on this issue? How can I fix it? Hope to watch live streaming on HoloLens while doing Shark Demo.

user-41acb2 27 November, 2018, 12:00:15

Hi. I'm not able to understand the accuracy visualizer plugin of the pupil capture. Sometimes after I did the calibration, there are many orange line around each of the green vertex, and sometimes there are few orange line and at some green vertex there is no orange line surrounding it. I want to know in which situation I can tell the calibration is giving accurate result? Also is there any empirical threshold for the angular accuracy?

user-6c7426 27 November, 2018, 18:44:05

hey all! i am trying to develop an application on microsoft's hololens and implement pupil for getting the user's fixations count at the end of the demo. Is there any way possible to listen for an event that will return the fixations count? thank you

user-62b13b 29 November, 2018, 13:42:21

hello all, more news about the sdk to use pupil labs on oculus rift, oculus go and eventually santa cruz?

End of November archive