The eye tracking is only work when first time open the Unreal Engine
I used the VR Preview to debug my eye-tracking project, yes, it works with the blueprints (when I first time open the project): and I print the state of eye tracking data, it is true: But this time I end the VR Preview, and I preview the project next time, the state of the eye-tracking is False. And of course I can't receive any gaze data. And I reopen the project, it will repeat the previous steps. It means each time I want to debug with eye tracking system, I should restart my Unreal Engine. Why it only works when the first preview after my project opened? the Unreal Engine is 5.1.1, the Integration is v54. I'm using Quest Link( Using cable to streaming ). I copied my project to another computer it has the same problem.1.9KViews0likes6CommentsMeta 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!3.1KViews1like1Commentin 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?396Views1like0CommentsEye 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.1.3KViews1like2CommentsMeta Quest Pro Eye tracking - reading eye openness value
Hello, I'm interested to know if there is a way to retrieve the value of the eyes openness or at least to detect if the eyes are opened or closed is there documentation of the SDK where I can look for such functionality thanks, nir771Views0likes1CommentEye 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.469Views0likes0CommentsRegarding the Confidence property of OVREyeGaze
Hello, I am currently trying out eye tracking on the MetaQuest Pro. I want to exclude data when my eyes are closed, so I thought of using the Confidence property of OVREyeGaze, but the value doesn't change at all. I thought it would vary depending on the progress of the tracking, is that not the case? I've added Debug.Log to OVREyeGaze.The value in the log remained constant. private void Update() { if (!OVRPlugin.GetEyeGazesState(OVRPlugin.Step.Render, -1, ref _currentEyeGazesState)) return; var eyeGaze = _currentEyeGazesState.EyeGazes[(int)Eye]; if (!eyeGaze.IsValid) return; Confidence = eyeGaze.Confidence; // ConfidenceLog Debug.Log($"Eye Tracking Confidence: {Confidence}"); if (Confidence < ConfidenceThreshold) return; //~~~~~ }1.9KViews3likes2CommentsWhen will OpenXR Eye Tracking Interaction be supported?
According to the Unity XR Interaction Toolkit docs, Quest Pro doesn't implement the XR_EXT_hand_interaction OpenXR extension needed to use eye tracking with the OpenXR Plugin-in Provider. As instructed in the Meta Gaze Adapter Sample, I have to use the Oculus OpenXR plug-in provider to use eye-tracking on Quest Pro. However, my project requires using the Unity OpenXR plugin. When will Quest Pro support the XR_EXT_hand_interaction OpenXR extension?Solved4.2KViews0likes6CommentsHow 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 🙂1.6KViews4likes2Comments