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17/07/2020 at 17:02 #18449
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I had similar requirement so as a workaround I place a mesh closely in front of the camera aligned with the user’s head movements. Then, I cast a ray using the gaze origin and gaze direction to find a point of interaction with the mesh in the world space. These world space coordinates are then transformed into normalized viewport space to get the desired gaze coordinates. Hope this helps!