Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
woveng's avatar
woveng
Honored Guest
2 years ago

Meta Quest Pro: How to use Eye Tracking with Oculus Link in Unity

Hello! I have a Meta Quest Pro pro device and am interested in using the eye tracking feature over Oculus Link on a Windows host machine while developing in Unity. However while I'm able to get hand tracking working over Oculus Link - the eye tracking fails to initialize even with permissions enabled. This is a scene that works as expected when deploying an Android build to the device directly. It logs this when trying to start the app with the Oculus Link:

"[OVREyeGaze] Failed to start eye tracking."

When adding log statements in the project I see that the "OVRP_1_78_0.ovrp_StartEyeTracking()" function (and therefore "OVRPlugin.StartEyeTracking()") is returning a failure but I'm not sure how to see the error:
 
if (!OVRPlugin.StartEyeTracking())
{
Debug.LogWarning($"[{nameof(OVREyeGaze)}] Failed to start eye tracking.");
return false;
}

I've seen other posts displaying beta eye tracking support in the Oculus app but I no longer see those options in the latest version of the app. Is it still possible to do eye tracking over Oculus link? Are there extra steps required to enable it?

Here are the versions of my software and packages:

- Unity Version - 2021.3.16 f1
- Oculus App Version - 53.0.0.98.132
- Windows Version - Windows 11
- Unity Oculus XR Package - 3.2.2
- Unity OpenXR Package - 1.5.3
 
Thank you!

1 Reply

Replies have been turned off for this discussion
  • vatrix03's avatar
    vatrix03
    Honored Guest

    I'm experiencing this same issue right now for a program I'm using oculus link to build. Did you ever find a resolution, or a way to enable eye tracking over link, since the options you mentioned aren't included in the beta settings anymore?