Launching Eye-tracking Calibration remotely
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!2.8KViews5likes5Commentsin Quest Pro, left and right eyes are always exactly 65mm apart
We are using OVRPlugin.GetEyeGazesState in Unity to get left/right eye pose. In every frame, and for every person we tested, the distance between the left and right eye is always exactly 65mm. Their actual distance between the eyes ranged from 60 to 71mm; we did Fit Adjustment and Eye Tracking Calibration: fit adjustment shows the correct distance between the eyes, and the eye calibration is successful. Still, the eye positions we get from OVREyeGaze are clearly not correct. Does anyone know why is that, and how to get the actual eye positions?419Views1like0CommentsEye tracking information
Hello, How can I access the information obtained through eye tracking in the Quest Pro? What information does it include? (Including eye position, pupil size, pupil center position, eye openness, gaze position)? What is the frequency of the measurements? is there a way to assess the accuracy of the tracking? Does any of these questions have documentation somewhere? Any assistance would be greatly appreciated. Thank you.1.4KViews1like2CommentsEye Tracking Data
Hi, I'm currently working on a project and hoping to retrieve data from eye gaze. I'm looking to utilize eye gaze for controlling an interface, requiring the data for tasks such as selection or button pressing. If anyone has alternative methods to achieve this, feel free to recommend; it would be greatly appreciated. I haven't been able to find a way to retrieve this data. Although there's OVRManager.isHmdPresent, there doesn't seem to be OVRManager.eyeTrackingEnabled.475Views0likes0CommentsHow to start Eye Tracking Calibration from an Application or ADB
Is it possible to start the Quest Pro eye tracking calibration flow (the one in Settings -> Movement -> Eye Tracking) in either of these ways?: Within an application (whether it is an OpenXR call, android intent, or Unity plugin) Through ADB (intent, executable; can use root permissions) If this is not possible, then I'd like to make this a feature request, as it would greatly improve our user experience 🙂1.7KViews4likes2CommentsIs it possible to detect when crossing eyes?
Hi, In Meta Quest Pro, Unity (2022.2.11) and latest Quest Integration plugin (50), Is it possible to detect if player is crossing their eyes? My test was to add OVREyeGaze to two objects (each set with its corresponding Left/Right eye value), placed them in-front of my face in the scene, but it appears the items do not switch places. Also in the Meta Movement the mirror avatar's eyes do not appear to be able to be crossed. Thanks in advance, Guy1.3KViews3likes1CommentPrompt Player Eye Tracking Setup via ADB or API call?
My team is performing a study utilizing the Quest Pro eye tracking feature. Many of our participants are new to VR and we don't want to make them traverse through many menus outside of our experience. Is there a way we can start the eye tracking calibration pop-up prior to starting our demo? It is trivial for us to load our game via an ADB call. Is there a similar method for calling the eye tracking calibrator? Can we otherwise call the eye tracking calibrator via an in-game API call? Are there any options at all to solve this problem aside from manually guiding each of our participants through to start the calibration themselves?1.7KViews2likes2CommentsQuest Pro eye-tracking not working: "com.oculus.bodyapiservice keeps stopping"
I've recently struggled with the eye-tracking function in Quest Pro. Have followed all the suggestions in this forum and still can't have it work. I have downloaded the latest Movement SDK sample, and configured all settings (OVR camera rig; XR plugin management; Oculus plugin setting; Andriod manifest; Oculus App in windows PC). However, I get the app error "com.oculus.bodyapiservice keeps stopping" on the headset. I can either select close app or app info from there. While the "close app" option lets the scene run, the eye tracking/face tracking is not working. Meanwhile there is no error in the unity editor or debug log. I saw people had similar issue very recently and can't to find a solution. I wonder whether more people are experiencing the same and know what might be the problem? Debug and version info: Unity V2021.3.15f1 Oculus XR Plugin V3.2.2 Oculus Integration v46.0 OVRCameraRig - Quest Features (Eye & Body & Face Supported, tried Required too) OVRCameraRig - Permission Requests on Startup (Body & Eye & Face) Thanks, Shu5.3KViews2likes4CommentsEye 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!Solved13KViews1like12Comments