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New Participant
July 10, 2023

Launching Eye-tracking Calibration remotely

  • July 10, 2023
  • 5 replies
  • 2986 views

Hi!

I work for a research institute where we're planning on using Meta Quest Pro headsets to run a study involving eye-tracking. To get reliable eye-tracking data, we need to calibrate the device for each participant individually.

Is there a way to do so seamlessly, without needing to take the headset off and putting it on again (to launch the calibration/study app).

Is there a way to do either of these:
a) Calibrate the eye-tracking within a (Unity) application itself? or
b) Launch the calibration app remotely (like through an ADB command), and then launch the study app, whilst someone else (the participant) is wearing the headset?

Thanks!

5 replies

New Participant
July 14, 2023

We have the same question, have you achieved anything?

New Participant
July 14, 2023

I'm afraid I don't.

You can launch apps remotely with the developer hub, but I don't know if this applies to the calibration app

Inspiring
November 7, 2023
maker99
New Participant
November 8, 2023

I have the same issue, actually in the OpenXR specs it is stated that "If the eye tracker is in an uncalibrated state when the first call to xrSyncActions is made with an eye gaze action enabled, then the runtime should request eye tracker calibration from the user if it has not yet been requested."

see https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_EXT_eye_gaze_interaction

not sure if this is already the case. Maybe one of you can try to provoke this case. But since the Quest Pro offers the OpenXR API it definetly should be able to trigger a calibration somehow.

Alternatively it's always possible to do your own custom callibration on top of the current one..

New Participant
August 26, 2025

We're facing the same issue. Did you find a solution?