Home Forums Unity SDK Calibration sample build run error

Viewing 6 posts - 1 through 6 (of 6 total)
  • Author
    Posts
  • #21375
    Henadzi
    Participant

    Hello everyone!

    Not much long ago started working on Tobii Eye Tracker 5 and got stuck on an error “Tobii is not connected. Cant run calibration”. All I did is create empty unity project and add a calibration sample.
    The problem is that the eye tracker works for other samples and executes properly on a notebook in edit mode and build but not on Microsoft Surface Pro 8. Feels like it cant start.

    Do you have any suggestions or advice for where to look to fix this problem?

    Kind regards!

    My configuration
    Unity 2020.3.17f1
    Tobii 4.1.0

    #21407
    Grant [Tobii]
    Keymaster

    Hi @lighter, from what I could discover online, you may have issues running Unity scenes (in general) on the Microsoft Surface Pro 8

    https://answers.unity.com/questions/398440/is-microsotfs-surface-pro-capable-to-run-unity.html

    So the issue appears not be related to the Tobii Software or Hardware.. perhaps you can try a customised build for the MSP8 ?

    #21409
    Henadzi
    Participant

    Yeah, I think it’s Windows 11 problem.

    Is w11 properly supported?

    #21414
    Grant [Tobii]
    Keymaster

    Hi @lighter, no Windows 11 is not (yet) officially supported but we are working on resolving this soon.

    #21684
    Utkarsh Gautam
    Participant

    Hey all,

    I am getting a dllNotFoundException: Tobii.EyeX.Client.dll when I try to run the Calibration sample from Unity SDK.

    I have placed the above dll in the Assets folder in my unity project.

    My configuration:
    Tobii 4.1.0
    Unity 2020.3.28f1

    #21691
    Grant [Tobii]
    Keymaster

    Hi @ugautam91, are you using the Tobii XR SDK or the Unity Desktop API? Please be aware that the Calibration component of the Unity Desktop requires the purchase of a special license to operate correctly.

Viewing 6 posts - 1 through 6 (of 6 total)
  • You must be logged in to reply to this topic.