vr-ar


user-2693a7 03 September, 2019, 14:35:35

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

user-8057d4 04 September, 2019, 00:47:33

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

fxlange 05 September, 2019, 07:05:26

hi @user-2693a7 - which version are you running? ~v0.6 or 1.0-beta?

user-8779ef 05 September, 2019, 10:33:42

@fxlange oooh, congrats on the big 1.0

user-8779ef 05 September, 2019, 10:33:57

It’s like a second baby!

fxlange 05 September, 2019, 10:56:16

not yet @user-8779ef 🙂 (but close)

user-2693a7 05 September, 2019, 14:16:35

@fxlange I'm running Pupil Capture v1.15 and hmd-eyes v0.6. Should I switch to the beta release?

user-71df6f 05 September, 2019, 17:11:29

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 🙂

user-71df6f 05 September, 2019, 18:12:53

Sorry never mind I was importing the wrong files into unity !

user-f4cce7 06 September, 2019, 07:48:53

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

fxlange 06 September, 2019, 11:29:02

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

  • Architecture overhaul
  • Gaze representation optimized for VR
  • Screen casting to Pupil Capture (new since beta)
  • New time synchronization approach (changed since beta)
  • Extendable calibration routine
  • Pre-parsed Pupil data (new since beta)
fxlange 06 September, 2019, 11:30:48
fxlange 06 September, 2019, 11:31:14

@user-2693a7 ☝ - yes I definitely would recommend switching to v1.0

user-2693a7 06 September, 2019, 12:53:06

I will, congrats on v1.0!

user-71df6f 06 September, 2019, 21:54:56

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-6cbd99 06 September, 2019, 22:03:19

@user-71df6f yes make sure to explore them to find the best setting thaf suits u

wrp 06 September, 2019, 23:59:30

@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

user-71df6f 07 September, 2019, 00:58:44

Thanks !

user-82e954 07 September, 2019, 05:27:23

Hi, is it possible to use the add on in Oculus Quest? Thanks!

user-82e954 07 September, 2019, 05:29:22

btw congratulations on the release🤞

wrp 07 September, 2019, 07:01:16
wrp 07 September, 2019, 07:01:36

@user-82e954 please see the pinned response

user-82e954 07 September, 2019, 07:17:33

thank you for the answer

user-3b599d 07 September, 2019, 13:15:25

Where can i find the instructions on connecting the hololens with the pupil labs eye tracker?

user-b09747 09 September, 2019, 07:59:42

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.

user-b09747 09 September, 2019, 07:59:47

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?

user-6cbd99 09 September, 2019, 14:16:01

@fxlange i am getting this error as soon as i run the gaze demo

user-6cbd99 09 September, 2019, 14:16:02

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,

user-2693a7 09 September, 2019, 16:09:21

@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

fxlange 10 September, 2019, 07:49:03

@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

fxlange 10 September, 2019, 08:00:24

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.

user-6cbd99 10 September, 2019, 08:40:34

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?

user-072787 10 September, 2019, 17:51:28

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.

user-adf88b 10 September, 2019, 18:18:19

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)
user-adf88b 10 September, 2019, 18:18:41

It looks like some sort of error in the unity plugin but I know that the demo scene works (And connects fine)

user-adf88b 10 September, 2019, 18:32:25

Ah

user-adf88b 10 September, 2019, 18:32:39

I never initialised the UDP-Connection script

user-adf88b 10 September, 2019, 18:33:01

Damn sorry

fxlange 12 September, 2019, 09:06:46

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.

fxlange 13 September, 2019, 08:30:01

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.

fxlange 13 September, 2019, 08:41:04

@user-3b599d & @user-b09747

fxlange 13 September, 2019, 08:41:09
user-141bcd 18 September, 2019, 14:59:47

@fxlange is it possible to exchange/upgrade the 120Hz add-on for/to the 200Hz version?

wrp 19 September, 2019, 02:33:44

@user-141bcd please email sales@pupil-labs.com - we can follow up there.

user-2693a7 23 September, 2019, 15:42:10

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

user-2693a7 23 September, 2019, 18:43:53

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

fxlange 24 September, 2019, 08:44:53

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

user-fed837 26 September, 2019, 14:56:23

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!

fxlange 30 September, 2019, 08:26:53

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

user-976c2a 30 September, 2019, 20:50:19

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?

End of September archive