Home › Forums › Software Development › eye tracking doesnt work in standalone version of my unity project › Reply To: eye tracking doesnt work in standalone version of my unity project
http://docs.unity3d.com/Manual/PluginsForDesktop.html says:
On Windows and Linux, plugins can be managed manually (e.g, before building a 64-bit player, you copy the 64-bit library into the Assets/Plugins folder, and before building a 32-bit player, you copy the 32-bit library into the Assets/Plugins folder) OR you can place the 32-bit version of the plugin in Assets/Plugins/x86 and the 64-bit version of the plugin in Assets/Plugins/x86_64. By default the editor will look in the architecture-specific sub-directory first, and if that directory does not exist, it will copy plugins from the root Assets/Plugins folder instead.
So Tobii could do some restructuring of its assets.
While you are at it, note that it is possible to structure like this:
Assets/Tobii/Plugins/x86
Assets/Tobii/Plugins/x86_64
Assets/Tobii/Editor
Assets/Tobii/EyeXFramework
This is much cleaner and tidier. It would mean that Tobii’s stuff is all contained.
That’s what I use. And I put my own tracking scripts into Assets/Tobii/
π