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Hi @tesirealterm, thanks for your query. I am afraid that the ‘raw’ data is not exposed within the XR SDK, however the gaze location and direction are fully available.
We discuss the means to obtain the direction vector of the gaze ray (and origin) @ https://vr.tobii.com/sdk/develop/unity/documentation/api-reference/core/
TobiiXR.GetEyeTrackingData(TobiiXR_TrackingSpace)
Where we include the sample code:
private void Update ()
{
// Get eye tracking data in world space
var eyeTrackingData = TobiiXR.GetEyeTrackingData(TobiiXR_TrackingSpace.World);
// Check if gaze ray is valid
if(eyeTrackingData.GazeRay.IsValid)
{
// The origin of the gaze ray is a 3D point
var rayOrigin = eyeTrackingData.GazeRay.Origin;
// The direction of the gaze ray is a normalized direction vector
var rayDirection = eyeTrackingData.GazeRay.Direction;
}
// For social use cases, data in local space may be easier to work with
var eyeTrackingDataLocal = TobiiXR.GetEyeTrackingData(TobiiXR_TrackingSpace.Local);
// The EyeBlinking bool is true when the eye is closed
var isLeftEyeBlinking = eyeTrackingDataLocal.IsLeftEyeBlinking;
var isRightEyeBlinking = eyeTrackingDataLocal.IsRightEyeBlinking;
// Using gaze direction in local space makes it easier to apply a local rotation
// to your virtual eye balls.
var eyesDirection = eyeTrackingDataLocal.GazeRay.Direction;
}
Hopefully this should be what you are looking for, please let us know how you get on.
If you are completely new to programming with Unity, it may be worth first trying out getting started guide @
https://vr.tobii.com/sdk/develop/unity/getting-started/vive-pro-eye/