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Inspiring
October 31, 2022
Solved

Eye Tracking not working on Unity. Pls help sad devs make cool things faster :)

Spent a god awful amount of time trying to get eye tracking working to no avail. 

 

tl;dr: it seems like there's an issue with permissions generated in the manifest generation stage somewhere.

inspired by https://forums.oculusvr.com/t5/Quest-Development/Movement-SDK-features-fail-to-start-on-Quest-Pro/td-p/994198

 

Repro and debug info:
Unity V2021.3.12f1

Oculus XR Plugin V3.2.1

Oculus Integration v46.0

OVRCameraRig - Quest Features (Eye Tracking Supported)

OVRCameraRig - Permission Requests on Startup (Eye & Face)

Test Scene: Assets/Oculus/SampleFramework/Core/DebugUI + two cubes with OVREyeGaze enabled

File -> Build Settings -> Project Settings -> XR Plugin Management -> Oculus -> Android icon -> Quest Pro checked

 

Summary:

Looking at the manifest in the generated apk (used Android Studio to inspect), I see that face tracking tags are included but eye tracking tags are missing.
Additionally, when starting the app with these settings the face permissions prompt will pop up but not the eye tracking prompt. If you switch eye tracking support to be required, then the app will crash.

Could be something else but there's my two cents ¯\_(ツ)_/¯

Let me know if any of y'all are able to get it working somehow!

Inspiring
November 7, 2022

I was able to get Eye Tracking to work in a Unity Meta Avatar sample by changing the Foveated Rendering Method to Eye tracked.  That solved the permission messages.  I don't know why this worked but it did.  The setting is in XR Plugin Management --> Oculus.  And make sure you check the Quest Pro there, too.

12 replies

New Participant
November 1, 2022

It seems that with oculus integration under OVRCameraRig "permissions request on startup" is grayed out.

Maybe in the next integration update they will add meta quest pro. Funny they still call it oculus integration and not meta quest integration. I haven't figured out how to "un-gray them" so I can start making mix reality apps  

Inspiring
November 2, 2022

Hey nhorn, if you scroll up on the same component you’ll see a toggle for setting eye tracking support. You can select “supported” or “required” and it will unlock the checkbox

Sparkett3
Inspiring
November 6, 2022

I had the exact opposite issue: I saw the "Supported" thing, but didn't realize I had to enable the permission toggle. So thanks OP!

Participant
November 6, 2022

I have the same issue as OP, I let Oculus Integration tool create a store compatible manifest, I've verified it contains permissions and feature-usages for all 3 movement features (eye, body, face).

When I inspect the installed apk with adb I can see that the apk didn't ask for permission to eye-tracking feature, but that body and face permissions are granted. Since the apk doesn't ask for eye permissions I cannot force grant it using adb either.

Since OP discovered that the built apk also lacks the eye-tracking tags in its manifest it seems they are stripped at build time.

So would be nice to fix this, in the meanwhile is there any way of force granting these permissions? Or inject the permissions into the build after the build-process is finished - just so we can get it working now I'm thinking.

Inspiring
November 7, 2022

I was able to get Eye Tracking to work in a Unity Meta Avatar sample by changing the Foveated Rendering Method to Eye tracked.  That solved the permission messages.  I don't know why this worked but it did.  The setting is in XR Plugin Management --> Oculus.  And make sure you check the Quest Pro there, too.

Participant
November 7, 2022

Marielle_HPE If I could give you 20 Kudos I would. It works!! 😉

Participant
November 7, 2022

Quality rant, superbadhombre! Totally with you on that.