Home Forums Software Development Accessing / Switching / Editing profiles directly in Unity

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • #2523
    MingJ
    Participant

    Hi,

    I’m currently working on a game project on Unity 5.0 that is meant to be played by different players.
    My game will be played with a touchscreen connected to a PC and there won’t be any device other than the eye-tracker (no keyboard, no mouse, no gamepad, etc.)
    Before the game start, my app asks the player to enter an username with the visual keyboard I made and then it launches the calibration tool directly from Unity.

    The problem is I don’t know if the player will have glasses or not, and the only way to set this option (as far as I know) is by creating a new profile. But I don’t want that, because he/she would have to enter a profile name and there’s no keyboard to do it.

    The only options I thought of are :
    1. To ask him/her in the game if he/she has glasses or not and then set it in my code to Guest profile or whatever.
    2. To create 2 profiles (one set to glasses and the other not), then ask him/her and switch between these 2 profiles depending on each case.

    I didn’t find any way to do this yet so I’m asking here for some help from anyone.

    Thanks in advance

    #2524
    MingJ
    Participant

    Can’t edit the post so I’m just leaving it here : first tag is wrong, it’s C# not C++

    #2534
    Anders
    Participant

    Hi MingJ,
    let me tell you about one of our best kept secrets: 😉

    The reason why we ask for glasses/contacts when creating a user profile isn’t so that we can track better. No, it’s a way to let people who e.g. sometimes wear glasses and sometimes wear contacts to set up different profiles and switch between them — and perhaps even more important: it’s a subtle hint to the users that you need different calibrations for different kinds of eyewear.

    So if your game is to be used in a kiosk-like environment (if I understood that correctly?) then a plain guest calibration should work just fine. No need to worry about glasses.

    #2545
    MingJ
    Participant

    Hi,

    Thank you for your answer ! Now I guess I don’t have to worry about that part of my game anymore.

    Just to be sure, since you didn’t mention it I guess what I was looking for cannot be done (yet?)

    #2548
    Patrik [Tobii]
    Participant

    Hello MingJ,

    You cannot (yet) create or switch user profiles from the Unity SDK, but you can launch a re-calibration and also test eye tracking by using the LaunchRecalibration and LaunchCalibrationTesting methods available on the EyeXHost class.

    There is a demo project in the SDK zip package called Calibration that will show you how to do this.

    / Patrik

    #2557
    MingJ
    Participant

    Okay, good to know that. I already knew about the calibration and used it in my game. If I’m not mistaking you can also create a profile from Unity, I guess you meant ‘edit or switch’ ^^

    Thank you for your support and quick answers. I hope your product will get famous, it’s a really great tool.

    #2610
    Aderyn
    Participant

    Hello!

    Out of curiosity, what game is it you are working on? 🙂

Viewing 7 posts - 1 through 7 (of 7 total)
  • You must be logged in to reply to this topic.