Hi, I'm trying to get a new set of Vive Pro Eyetrackers integrated to Unity, but often the eyetracking calibration will error out in Unity with FiniteStateMachineException: ReqXsend - cannot send another request." I see a few other users experienced this error message but can't find how to resolve it. Can I have some help?
EDIT: I also ran the demo program for hmd-eyes and the dev console was also reporting this error during calibration. Any insight would be appreciated
Hi, I'm new to using Pupil labs eye tracker installed on HTC Vive Pro and facing problem with integrating this to unity 3D. So, it will be helpful if you could guide me on this. Thank you
hi @user-2693a7 - which version are you running? ~v0.6 or 1.0-beta?
@fxlange oooh, congrats on the big 1.0
It’s like a second baby!
not yet @user-8779ef 🙂 (but close)
@fxlange I'm running Pupil Capture v1.15 and hmd-eyes v0.6. Should I switch to the beta release?
Hi I am new to using the Pupil Labs HMD add on. I am trying to integrate this into a unity scene, and I am following along the developer docs - https://github.com/pupil-labs/hmd-eyes/blob/master/Developer.md . Under VR settings it is telling me use PupilGazeTracker. I can't find it anywhere in the unity package that i imported from the repo. Any help getting this working with Unity would be much much appreciated! Thanks 🙂
Sorry never mind I was importing the wrong files into unity !
Hi, I am new to Eyetracking and hmd-eyes. I have been wondering if the Unity plugin supports fixations somehow. I have checked docs on Github and could not find any info about it. I am using beta version of the plugin. Thank you
Hmd-Eyes v1.0 is out of beta!!
We are pleased to announce the release of Hmd-Eyes v1.0.
https://github.com/pupil-labs/hmd-eyes/releases/tag/v1.0
Features and Changes
@user-2693a7 ☝ - yes I definitely would recommend switching to v1.0
I will, congrats on v1.0!
Hello! For the HTC Vive add is it adjustable in anyway inside the headset. I put it in and it seems to be fixed in place. just want to make sure that the only way I can improve confidence is by tweaking the parameters in Pupil Capture. Thank you very much for any help!!
@user-71df6f yes make sure to explore them to find the best setting thaf suits u
@user-71df6f the vive/Vive pro add-on does not have any moving parts to adjust. You will need to adjust the vive hmd itself
Thanks !
Hi, is it possible to use the add on in Oculus Quest? Thanks!
btw congratulations on the release🤞
@user-82e954 please see the pinned response
thank you for the answer
Where can i find the instructions on connecting the hololens with the pupil labs eye tracker?
Hello, everyone. I am making a program for HoloLens at Unity3D. (2017.x) Looking at the recently updated demo file, you can see that the program already built into the .exe file is checking the connection with the Pupil.
Unfortunately (for me), recent update demos are not supported by HoloLens. Can you tell me how to make sure that Pupil is connected in my program like a recent demonstration, and that when connected, I can make the data available?
@fxlange i am getting this error as soon as i run the gaze demo
FormatterNotRegisteredException: System.Collections.Generic.Dictionary`2[[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[System.Object, mscorlib, Version=4.0.0.0,
@fxlange I updated to the latest hmd-eyes (v1.0) and am still occasionally getting the FiniteStateMachineException: Req.XSend - cannot send another request error. This can happen deep into calibration or at the start of a calibration set in Unity. Do you have any advice?
This error exists in prebuilt demos, the demos run in the Unity editor, and my custom scenes. It's a real block right now, any help would be appreciated
@user-6cbd99 please check your unity player settings https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#dependencies
ProjectSettings/Player/Configuration/Scripting Runtime Verion = .NET 4.x Equivalent. ProjectSettings/Player/Configuration/API Compatibility Level = .NET 4.x
hi @user-2693a7 - I didn't had this issue before but we will look into it.
Are you using the default calibration settings and targets? Just for testing please try to drastically reduce the samples per target
https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#calibration-settings-and-targets
Could you please send me your console.log with the full stack trace of this error via DM.
thnx @fxlange it was my bad another question is when i print out the mapping context its switching between monocular to binocular during use could u tell me why is that? is it because it chooses the eye with higher confidence?
Hi all, I was wondering if there is a formula that can roughly map 2D gaze coordinates (X,Y) to degrees on the screen of the HMD? The 2D coordinates don't seem to scale linearly and more eccentric points require a greater scalar to find an accurate position on the screen.
Hi, I'm getting the following error when I call StartCoroutine(PupilTools.Connect(true, 5f));
:
NullReferenceException: Object reference not set to an instance of an object
Connection.sendData (System.Byte[] data) (at Assets/Plugins/pupil_plugin/Scripts/Networking/Connection.cs:97)
Connection.Initialize () (at Assets/Plugins/pupil_plugin/Scripts/Networking/Connection.cs:41)
PupilTools+<Connect>c__Iterator0.MoveNext () (at Assets/Plugins/pupil_plugin/Scripts/Networking/PupilTools.cs:187)
UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress) (at C:/buildslave/unity/build/Runtime/Export/Coroutines.cs:17)
It looks like some sort of error in the unity plugin but I know that the demo scene works (And connects fine)
Ah
I never initialised the UDP-Connection script
Damn sorry
hi @user-6cbd99, the difference between binocular and monocular is described here https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#gaze-mapping-context. Switching happens based on the confidence yes, if the confidence difference between the eyes is high.
Hololens is supported until hmd-eyes v0.62 with Unity 2017.4LTS https://github.com/pupil-labs/hmd-eyes/releases/tag/v0.62. The last release including a Hololens.unitypackage is hmd-eyes v0.5.1 https://github.com/pupil-labs/hmd-eyes/releases/tag/v0.5.1 and needs PupilCapture 1.7 to work https://github.com/pupil-labs/pupil/releases/tag/v1.7) .
Please refer to the legacy branch https://github.com/pupil-labs/hmd-eyes/tree/legacy for checking the readme https://github.com/pupil-labs/hmd-eyes/blob/legacy/README.md and documentation https://github.com/pupil-labs/hmd-eyes/blob/legacy/Developer.md.
☝ @user-3b599d & @user-b09747
@fxlange is it possible to exchange/upgrade the 120Hz add-on for/to the 200Hz version?
@user-141bcd please email sales@pupil-labs.com - we can follow up there.
Hi @fxlange , I'm using the Vie Pro add-in and the hmd-eyes plugin. It allows me to grab pupil diameter, but not individual diameters for each eye. Is this possible to get? Thanks
EDIT: Figured it out, each dictionary is per eye, can tell which is which with idx
Another question though: I'm using GazeData and I'm confused about how GazeDirection and GazeDistance work. Why is the GazeDirection vector a 3 dimensional vector? What's the additional value gained by GazeDistance if GazeDirection already has a depth component?
Sorry if this is a basic question, but I'm very confused. Thanks for your help
Hi @user-2693a7 - to describe a direction in 3d space you indeed need a 3 dimensional vector. But we normalized the GazeDirection
vector (length=1m) and store the actual length in GazeDistance
.
The reason for promoting this representation is the difference in accuracy of both data points: While the angular error of GazeDirection
is small and consistent, the reliability of GazeDistance
is very situational (works best between 50cm and 2m). We recommend projecting the GazeDirection
into your VR scene for most cases.
https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#gazedirection--gazedistance-instead-of-gazepoint3d
Hi guys, I'm new user. I wonder if anyone can show me how to get data for Unity using API? I mainly focus on the blink data and want to know what type of values is transmitted. Thanks!
Hi @user-fed837 - for accessing blink data in Unity via hmd-eyes, please have a look at the following links: * blink data access in hmd-eyes: https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#low-level-data-acess. * blink detection in pupil capture https://docs.pupil-labs.com/#blink-detection
Hey guys. I was wondering whether the new Invisible glasses support Unity Integration? Is there a way to extract eye/blink data from Invisible for AR/VR use?