Building blocks for eye tracking in Augmented Reality
AR and Virtual Reality
VR or more generally Head Mounted Displays
HMD. The purpose of this repository is do demonstrates how to implement Pupil with Unity3D. For details on Pupil computations, please have a look at the related repositories.
VR Getting Started
This guide walks you through a first time setup for your Pupil Labs VR add-on.
- HTC Vive Add-on setup - Install your Pupil eye tracking add-on into your HMD and connect the add-on to your computer.
- Download Pupil Software. Extract the Pupil Capture app to your Desktop.
- Start Pupil Capture via the
pupil_capture.exein the Pupil Capture App folder.
- Please refer to the Pupil getting started and user guide to ensure that eyes are well captured and that the pupil detection runs with high confidence (~0.8).
- Download and start hmd-eyes demo app - This demo runs a VR experience. The demo app talks to Pupil software in the background. You will use it to calibrate and visualize gaze data within a demo scene. The demo app will start with settings dialog.
- Start the demo with default values. You will see a view of the left eye of the hmd.
- This would be a good point to put said device on your head.
- Use the displayed realtime videos of your eyes to make sure they are as centered as possible and in focus.
- Press 'c' on your keyboard to start a calibration and focus your gaze on the displayed marker as it changes position.
- After a successful calibration, the example scene will appear again and the gaze estimate will be visualized.
Develop, integrate, and extend
- Unity 2018.3+
ProjectSettings/Player/Configuration/Scripting Runtime Verionset to .NET 4.x Equivalent.
- Due to an issue with MessagePack, the default project setting for
ProjectSettings/Player/Configuration/API Compatibility Levelis not supported and needs to be set to .NET 4.x
Chat with the hmd-eyes community on Discord.