05-28-2024 10:56 PM
I have an app that uses eye tracking via the oculus movement sdk and open XR for everything else. As of last week Wednesday the eye tracking was working properly in my scene. Today it does not. I'm prompted for permission to use it each time the app starts, but the eye tracking is not working. Has something shipped recently that broke my project? Thanks for any ideas.
Solved! Go to Solution.
06-07-2024 04:54 PM
Ok. For anyone who's eye tracking suddenly stops working - try this. Make a script that displays the status of eye tracking. I suspect it doesn't even matter what you have it do, just that you give it some other reason to call the eye tracking data. I added this and eye tracking is back and working.
if (OVRPlugin.eyeTrackingSupported && OVRPlugin.eyeTrackingEnabled)
{
if (OVRPlugin.StartEyeTracking())
{
eyeTrackingStarted = true;
statusText.text = "Eye Tracking Started";
}
else
{
statusText.text = "Failed to Start Eye Tracking";
}
}
else
{
statusText.text = "Eye Tracking Not Supported or Enabled";
}
05-30-2024 10:45 PM
Following up on this. Uninstalled and reinstalled oculus packages, still no eye tracking. Missing deadlines, could use any guidance.
06-07-2024 04:54 PM
Ok. For anyone who's eye tracking suddenly stops working - try this. Make a script that displays the status of eye tracking. I suspect it doesn't even matter what you have it do, just that you give it some other reason to call the eye tracking data. I added this and eye tracking is back and working.
if (OVRPlugin.eyeTrackingSupported && OVRPlugin.eyeTrackingEnabled)
{
if (OVRPlugin.StartEyeTracking())
{
eyeTrackingStarted = true;
statusText.text = "Eye Tracking Started";
}
else
{
statusText.text = "Failed to Start Eye Tracking";
}
}
else
{
statusText.text = "Eye Tracking Not Supported or Enabled";
}