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17/07/2020 at 17:06 #18450
As a workaround for this problem, I placed 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 anyone who has a similar requirement!