Home › Forums › Software Development › Accessing / Switching / Editing profiles directly in Unity
- This topic has 6 replies, 4 voices, and was last updated 9 years, 7 months ago by Aderyn.
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- 12/02/2015 at 12:51 #2523MingJParticipant
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
12/02/2015 at 13:41 #2524MingJParticipantCan’t edit the post so I’m just leaving it here : first tag is wrong, it’s C# not C++
13/02/2015 at 14:01 #2534AndersParticipantHi 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.
15/02/2015 at 14:49 #2545MingJParticipantHi,
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?)
16/02/2015 at 10:59 #2548Patrik [Tobii]ParticipantHello 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
andLaunchCalibrationTesting
methods available on theEyeXHost
class.There is a demo project in the SDK zip package called Calibration that will show you how to do this.
/ Patrik
17/02/2015 at 09:42 #2557MingJParticipantOkay, 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.
25/02/2015 at 14:47 #2610AderynParticipantHello!
Out of curiosity, what game is it you are working on? 🙂
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