Dear eye tracking enthusiasts, I'm currently trying to implement an eye movement controllable vignette in Unity (2019.3). What I have done so far: I have imported the post-processing stack. The vignette provided there contains a Vector2 with which the center of the vignette (X, Y) can be moved. In a toy example this works very well.From the GazeData script I fetch gazeData.GazeDirection and pass it to a method in Update(), which updates the center value: vignette.center.value = new Vector2(GazeDirection.x, GazeDirection.y) This is probably the error.
Although the position of the vignette changes depending on the eye movements, it also moves outside the camera object or against the actual eye movement. Maybe you have an idea where I made the mistake. If you need more information, I will be happy to provide it.
Hi @user-35a588
I haven't worked with the vignette, but if I understand correctly, you will have to use gazeData.NormPos
instead. This is the gaze point in 2D coordinates of your camera image.
Hello there! I'm working with an HTC Vive Pro, and I'd to know if it's possible to use Binocular Add-On with the HTC Wireless Kit? đ
Hi @user-eda890, it's possible but we can not recommend it due to latency issues. We tested it way back with the old 120Hz cameras, with the newer 200Hz it will probably be even worse.
Hello, I know this question is asked periodically, what are the options to place the pupil labs system into the Oculus Quest? Thank you.
Thank you for your answer @user-c5fb8b đ Because I'm trying to use Hmd-Eyes VR package for Unity 3D for getting and recording pupil datas : with USB connection I can get it, but with wireless kit I just can connect my Pupilabs device, but not getting any data. So maybe it's not possible due to latency issues.
@user-71bff0 @user-4174b3 There is currently no add-on available for any of the Oculus HMDs, and we do not plan to offer any solution for Oculus in the foreseeable future. We have spent a lot of time designing an eye-tracking add-on for the Occulus Rift and Quest. Unfortunately, due to the limited space inside the HMDs, we were unable to provide a solution with a similar standard and quality as we have reached with our other VR integrations.
@user-c5fb8b thank you for the reply.
Hey folks! Hope all is well. So, I've just tried the new HMD Eyes with Pupil Core 2, and the eye images are frozen within Unity. The data does seem to be flowing, though... calibration is "successful." Any ideas?
Screencast also a blank grey screen, but I can't say I've done my due dilligence with debugging that yet.
@fxlange @user-c5fb8b This normal behavior?
@user-8779ef are you using Pupil v2.0-175 or above? The initial release (v2.0-160) had an issue with HMD Eyes, which we hotfixed
2.0.182
And you are also using the new version of HMD eyes? v1.2?
yes
Happy to send a log.
Well then this is supposed to work out of the box... Can you send the capture.log from Pupil as well as any logs in the Unity console?
Due to homeoffice restrictions we don't have continuous access to our VR development environment, but I will make sure to give this a look next week.
Sure thing, PFA
Would it also help to share the screencast?
Just to make sure that no old code is interfering here, can you also try resetting your capture settings and start the demo application from HMD-Eyes instead of the unitypackage?
Not sure if there are additional logs in there
Yep, I'll erase the capture folder in my profile.
Oh ,start from HMD-Eyes? Humn - I think I can do that. I haven't played with the source code in a while, and not on this machine
(that'll take extra work)
No wait
K
Oh, yes, sorry, I misunderstood.
How do you test HMD-Eyes?
I will run your precompiled unity package.
I have tested and replicated this bug with the unity plugin and the precompiled package.
Ok!
Just to be absolutely on the safe side: On the download page from GitHub you can download a prebuilt Hmd-Eyes.VR.v1.2.unitypackage as well as a demo-application 3d_gaze_demo_vr_v1.2.zip. I would like you to run the demo-application, is that what you already tried?
Ah, of course deleting the pupil player settings did help. I'm out of practice ;P . After deleting the settings folder and re-running, I saw eye images updating correctly in Unity. ...then, calibration stopped mid-presentation! I'll continue to play and, hopefully, won't have much to report. Thanks!
Looks like, after that failed calib and a restart of the unity app, I see the same behavior.
again, I'llt ry and compile more details...
Ok! As I said, please also try the demo application. Just unpack the zip and double click the Pupil Labs VR Demo - v1.2.exe. This is basically a self-contained Unity environment without any traces of the old HMD-Eyes plugin.
Yep. Here you go. Same issue - eye frame viz freezes on its first frame, but the connection is maintained, calibration succeeds, and the gaze visualizers update normally following calibration.
Yes, this was collected using the VR demo 1.2.exe
...and, I will also add that deleting the settings folder is not a reliable fix.
It worked just that once.
And the eye videos continue to show normally in capture?
Yes
The eye tracker is plugged into USB 3.0, and resolution of the eye images is 192x192, so I think that makes it unlikely that it is bandwidth holding us back.
...and, I have had success using this same machine in the past.
Ah, of course deleting the pupil player settings did help I assume you misstyped capture settings here? If not, please try deleting the capture settings as well
Yes, did mistype.
and, to be thorough, i deleted them all. Scorched earth.
@user-8779ef Ok thank you for reporting this. Unfortunately I cannot identify the cause immediately from the log file. I will have to try to reproduce this next week. If you can make a quick screencast, that could be helpful!
Sure thing!
Lemme know if there are other ways to help.
and thanks for the good work in these dire times.
...but, they aren't sending you home with the HMD / eye trackers?
Crazy!
Theoretically I could have taken it home I guess, but we only have one setup and potentially multiple people who might need access.
Man, if I were them I would have bought units for you all to work at home.
I imagine that the cost of downtime far exceeds the cost of the hardware.
...but, this is why I'm not running a company like pupil labs đ
I think there are good reasons for how everything is currently đ
Yes, I'm sure.
Hard to do anything with all this uncertainty about reopenings.
anyhow, I am clearly talking beyond my knowledge, and should probably mind my own business đ
thanks for the help!
Ill send a link to a cast if I can make one happen
@user-c5fb8b another log for you:
This time, from the plugin as I tried to use a custom app with screencasting.
It froze on calibration.
sorry, pupil capture froze on calibration.
yes, this is behavior occurs consistently - freezing during calibration (after the presentation of targets)
I was able to get a screen capture, but only if I started recording after calibration.
It does show valid eye movies. The world movie is strange - it is mostly grey, but has a view gameobjects within view. Many, however, are missing.
That's a real head scratcher...
I don't think that the use of layers could explain it.
Hello is there any academic discount on VR kit?
thanks
Hi @user-e4e86a, we only support a dual pricing model for Pupil eye tracking headsets. VR/AR products are priced relative to the academic discount model we have for Pupil headsets and therefore do not provide any additional discounts. Since these are custom made research tools made in low quantities the margins are already too slim
@user-c5fb8b thanks a lot
another question
we are University in China, how long will it takes to ship the VR kit
Another question does pneumonia in COVID-19 affect transportation
đ
@user-e4e86a I am not sure, please write an email to info@pupil-labs.com and our sales team will respond to your questions đ
thanks
đ
Just now, we place an order for VR kit, Website tell us to wait for email payment? is that correct?
I remember we can directly pay by credit card before
@user-e4e86a I'm sorry but I can again only refer you to our sales team at info@pupil-labs.com I will ping them to make sure they will respond quickly.
thanks a lot
@user-c5fb8b Let me know if it would still be helpful to have that screen capture. As I said, it did not go very smoothly and pupil capture froze if I tried to calibrate while screen capture was enabled
@user-b14f98 are you performLabRIT? you said you are using a custom app, can you try out the ScreenCastDemo from the unitypackage as well? and yes, please share the screencast, maybe there's something in there that helps
Also I noticed you did not say anything about errors in Unity. Can you copy everything that's in the log console while you are experiencing these issues?
Will do!
(Yes, i am him)
I have 2 accounts.