Home Forums Unity SDK 02a_SimpleGazeSelection balls do not light up

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  • #14065

    (Apologies if this double-posts. I tried editing it to put the error in a codeblock and I think that deleted my previous attempt?)

    While 01_GazePointData works – I can see the x/y coordinate of my eyes, if I open 02a_SimpleGazeSelection then the spheres do not light up when I look at them.

    However! If I stare directly at a sphere and then press play, it will begin lit up. If I look away it returns to the white color. Looking back does not light it back up. Other than this effect, gaze does not seem to affect the balls.

    “Interact At Gaze” in the is the only example of an object lighting up in reaction to gaze versus not-gaze. In the first person example the various objects light up on gaze, but only when the gun is also pointed at them.

    The “Gaze Awareness” “Mark At Gaze” don’t work. “Aim At Gaze” and “Fire At Gaze” do work.

    This is an Alienware m15 laptop, and I’m using the Tobii unity sdk https://assetstore.unity.com/packages/tools/input-management/tobii-eye-tracking-sdk-90604

    I saw another post on this, but it did not actually contain a solution. https://developer.tobii.com/community/forums/topic/02a_simplegazeselection-doesnt-work/

    Multiple other posts directed me to https://tobii.github.io/UnitySDK/troubleshooting#my-gaze-aware-objects-are-not-reacting-to-eye-gaze however that yields a 404.
    I suspect its contents have been moved here https://developer.tobii.com/pc-gaming/unity-sdk/develop-2/ but am unsure if I’m missing key information.

    In a few places “Edit → Eye Tracking Settings…” is suggested, however the settings window is empty and I get an error that triggers repeatedly while the window is open.

    NullReferenceException: Object reference not set to an instance of an object
    Tobii.Gaming.EyeTrackingSettingsWindow.OnGUI () (at Assets/Tobii/Framework/Editor/EyeTrackingSettingsWindow.cs:52)
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
    Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
    System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
    UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <b43e6d4802d64ea8bbdaa0bf64614d3b>:0)
    UnityEditor.HostView.Invoke (System.String methodName) (at <b43e6d4802d64ea8bbdaa0bf64614d3b>:0)
    UnityEditor.HostView.OldOnGUI () (at <b43e6d4802d64ea8bbdaa0bf64614d3b>:0)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Boolean canAffectFocus) (at <b256487a5e4140809d026a943f161bc2>:0)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

    Commenting out the 52nd line of EyeTrackingSettingsWindow.cs
    headerStyle.font.material.color = Color.white;
    removes the error and allows the setting window to display. There are only two options: Maximum Distance and Gaze Focus Layers.

    Maximum Distance is set to Infinity. Setting it to 20 prevents the sphere from lighting up at all, setting it to 200 allows me to apply the ‘stare at ball when game starts’ method again. Otherwise it does nothing.
    Gaze Focus Layers has all boxes checked other than ‘nothing’ and ‘everything.’

    #14069

    Update: The “Gaze Awareness” “Mark At Gaze” will work if I edit the “PlayerObject” object. Even if that’s just a small change of position. Another change in gaze behavior is that the other objects in “Interact At Gaze” will also light up afterward even if they aren’t being pointed at with the gun’s laser. Whereas before they only lit up on gaze if the laser was also pointed at them.

    However if I edit another object (such as a random cube’s position), then the behavior returns to how it was originally (that is, the only object based gaze effects happen for “Interact At Gaze” when the laser is on them.)

    Haven’t found an equivalent result in the sphere scene yet.

    #14081
    Grant [Tobii]
    Keymaster

    Hi @vanhoutm, Sorry to hear about your issues and thanks for your detailed posting.

    In order to get your issue resolved as quick as possible, please contact our Unity SDK specialist Alexy on Discord @ alex8b#9170
    whereupon you should be able to arrange a remote desktop and squash this bug! Best Wishes.

    #18418
    Brock Henderson
    Participant

    @vanhoutm, did you get an answer on how to fix this? I’m running into the same problems.

    #18423

    Sorry, I just gave up on it.

    #18428
    Grant [Tobii]
    Keymaster

    Hi @brock, I understand you are in contact with our Unity specialist Alexey on Discord who should be able to assist you with this issue.

    Please feel free to post the results here following resolution. Many thanks.

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