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How to achieve compatibility with eye tracking in projects with scene switching?

May 6, 2020 - 5:41pm #1

Hello,

I am prototyping an app for Hololens2.

Developed using Unity2018.4.11, MRTK2.2.

 

I couldn't get both the Hololens 2 eye tracking and Vuforia image targets recognition to work.

There are scene switching in the project we are developing.

 

If we place the main camera in every scene, the image target will be visible in each scene,

but the eye cursor will be misaligned with respect to the actual viewpoint after switching between scenes.

 

Also, if we place the main camera with "Vuforia behavior" only in the first start scene and change it so that it will not be discarded even when switching scenes, the eye cursor will not shift after switching scenes, but instead the image target Becomes unrecognizable.

 

Contacting a Microsoft technician, it is dangerous to switch cameras during a scene switch to get eye tracking to work.

 

Is there a way to recognize image targets after switching scenes with a single, non-destructive camera?

Or please let me know if there is a configuration that makes both eye tracking function and Vuforia image target recognition work well in a project with scene switching.

 

Thank you.

 

How to achieve compatibility with eye tracking in projects with scene switching?

May 8, 2020 - 1:21am #3

Thank you for your reply!

 

I have tried to refer to the sample.

Unfortunately, when I import this sample, I get many errors in my Unity development environment and I am not able to see the sample in action.

 

But in that sample I understand that every scene has a Main camera.

However, I don't know why this does not shift the eye tracking.

 

I think that the eye tracking shift occurs because the coordinates of the eye (Eye gaze provider) are not reset when the scene is switched,

but the coordinates of the main camera are reset.

 

If this sample makes use of both eye tracking and Vuforia's functions,

I think there is a special device that does not cause eye tracking shifts when switching scenes.

 

If you know, Could you tell me the part of the sample that has such ingenuity?

 

I try to get rid of the error in the sample and get the sample working.

 

Thank you.

How to achieve compatibility with eye tracking in projects with scene switching?

May 7, 2020 - 4:58am #2

Hi,

the Vuforia Hololens 1+2 Sample in the Unity asset store is an example how both functionalities can work together.

Maybe you can build your project using the sample or just check how it is done there.

 

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