vr-ar


user-27dfe4 02 May, 2020, 06:07:31

Hi there,

I'm going through the hmd-eyes documentation, i can run the completed executable with successful calibration and eye gaze working. When in the Unity scene i get a message saying i've successfully connected to Pupil and returns my current version (1.23.10), however the status text still says not connected and when i press C to begin calibration i get an error saying Calibration not possible: not connected! leading back to subsCtrl.IsConnected being false.

Anybody had a familiar issue? I believe it has an issue with the SubscriptionController script. @user-020426

user-27dfe4 02 May, 2020, 06:07:40

This happened to me.

fxlange 04 May, 2020, 07:26:27

hi @user-8779ef - turning off the annotation rendering as an option would need to be implemented in pupil capture first. afaik this option doesn't exit (ping @papr).

fxlange 04 May, 2020, 07:33:35

hi @user-020426 - which demo in unity are you trying to run and did you change anything? any other warnings in the console? please make sure that you only have one pupil connection object and that your Calibration is referencing the correct SubscriptionController referencing the correct RequestController.

user-ba0487 05 May, 2020, 11:15:26

Hello, does this calibration method work without world camera? https://github.com/pupil-labs/hmd-eyes/blob/master/python_reference_client/hmd_calibration_client.py

user-208ea6 05 May, 2020, 14:44:22

Hi guys, this is related to using Pupil Labs hmd-eyes Unity package in HTC Vive VR Headset. From what I understood the gaze_point_3d_z coordinate in gaze_positions.csv is noisy. We were suggested to "project the gaze_point_3d onto a plane whose normal is the z-axis of the world camera" - I was wondering if there a reference implementation showing how to do this in Unity? Thanks!

user-020426 05 May, 2020, 16:42:57

Hi @fxlange, I think i made a rookie error, i forgot to change the Api Compatibility level in the player settings to 4.x. Could be a fix for @user-27dfe4 too?

user-27dfe4 06 May, 2020, 01:46:08

Hi @user-020426 , Thank you for the information! but I might misunderstand my problem... In my case, everytime I calibrated, the pupil_capture says "No user calibration found for camera ~" and the confidence of my right eye diameter is mostly under 0.1~0.2 (left eye confidence is mostly above 0.4~0.5). Is there any possible solutions ?

user-27dfe4 06 May, 2020, 12:23:10

I've adjusted my pupil position so many times, and the confidence value has gotten better. But still can't use calibration data.

user-5ac103 13 May, 2020, 07:49:43

Hey there, I have connected the Pupil Labs eye-tracking lenses to my hmd (HTC Vive) as far as Pupil Capture is concerned everything seems to work. I’d like to calibrate and record with the eye-tracker directly in Unity: I have added the Gaze Tracker component to an existing Unity Scene. When I start the scene, my VR Camera Rig is glitching to another "random" place in that scene. Which is odd. I set the VR Camera Transform as parent/as Gaze Origin. Is it possible that the plugin does not work with the VR Camera rig component of the steamvr asset? Moreover, I was wondering what Pupil Service is used for. If it is not possible to record data with this feature? https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md

user-71bff0 18 May, 2020, 15:39:04

Hi all. Is it easy to adapt Pupil's Lab VR to Oculus Quest?

user-360afa 30 May, 2020, 04:25:16

Hey, I'm wondering something similar! Are there any plans for the HP Reverb G2?

End of May archive