Home Forums Eye Tracking Devices Tobii eye X and Unity

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  • #8639
    Rasa Bhattarai
    Participant

    Hello Tobii team,

    I need to have one confirmation. I have used the following code below to get the gazePoint data. I am using Tobii Eye X along with Unity.

    GazePoint gazePoint = TobiiAPI.GetGazePoint();
    value_x = gazePoint.Screen.x;
    value_y = gazePoint.Screen.y;

    My question is: In unity the bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight). In my game I have the output of screen coordinates (x and y position) for my unity gameObject (The gameObject is a sphere which moves in a circular motion). Is the data returned by the screen coordinates(x and y) of the gameObject in unity same as the gazePoint value (value_x and value_y) returned from the above code(Using Tobii Eye X)?

    Thank you all. I hope my question is clear.

    #8646
    Rasa Bhattarai
    Participant

    Hello,

    I want to add something in order to clear out my question.
    In unity the co-ordinates is (0,0) from the bottom left. But in our normal computer coordinate system (0,0) lies in top left corner. So I wanted to confirm if the coordinates given out by tobii eye X / coordinate system followed by tobii eye X is the same as unity ( Where it has (0,0) on bottom left or same as computer coordinate system(Where it has (0,0) at top left ?

    Thank you

    #8648
    Grant [Tobii]
    Keymaster

    Hi @rasa, yes you are correct that within the Tobii Core SDK (& Older EyeX SDK) the (0,0) coordinate is indeed defined as the top-left corner whilst with Unity this is instead the bottom-left.

    The confusion is understandable, but this is the standard that Unity has chosen and so accordingly, one must take their coordinate system into account.

    Hope this clear it up.

    #8652
    Rasa Bhattarai
    Participant

    Hello,

    So in my game in unity if I look at my gameObject(Sphere) and use my eye tracking Tobii Eye X while playing the game, the co-ordinates displayed by unity should be read as (0,0) from bottom left and co-ordinates displayed by Tobii Eye X be read as (0,0) from top left ?
    Or, in other words, If we have different (0,0) positions for tobii and unity, does it mean that the co-ordinates shown by Tobii Eye X and Unity will not be the same for the moving game object ?

    Thank you

    #8653
    Grant [Tobii]
    Keymaster

    Hi @rasa, there would only be an issue if you were somehow using both the Core SDK and the Unity SDK within the same program which is not the case.

    When developing in Unity you need only consider that their own co-ordinate system ie (0,0) bottom left.

    he co-ordinates displayed by unity should be read as (0,0) from bottom left and co-ordinates displayed by Tobii Eye X be read as (0,0) from top left ?

    I a not sure what you mean by co-ordinates displayed by EyeX… all gaze data reported within the Unity SDK will be using the same consistent co-ordinate system. ie (0,0) bottom left.

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