Home Forums XR Discussions Can I stop eye tracking in the Unity SDK?

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #10528
    park joon seo
    Participant

    I’m sorry, but I used a translator. So conversation might be strange.

    Hello,
    I am a beginner who came to Toby Eye Tracking as a Unity developer.

    Using long time eye tracking, the process was interrupted by an error.
    Does longtime eye tracking occupy too much CPU share?

    If that situation, Can I Stop EyeTracking in Unity when I am not using this?
    Or, Should many calibration data become a problem, should calibration information be deleted?

    I want Know how to Stop or how to delete Calibrated Data.

    I am waiting for good advice. Thank you.

    #10534
    Alex [Tobii]
    Participant

    Hi @wizner !

    It looks like some strange bug. Do you get any error messages when it’s crashing?

    Do you use Tobii EyeX or Tobii 4C?

    #10546
    park joon seo
    Participant

    Hello, Alex[Tobii]

    Thanks for the answer.

    I am using ‘Tobii Pro VR Integration’.

    that, HTC VIVE VR version.

    and I am using SDK, ‘Tobii XR SDK for Unity’.

    #10547
    park joon seo
    Participant

    Hello, Alex[Tobii]

    Thanks for the answer.

    I am using ‘Tobii Pro VR Integration’.

    that, HTC VIVE VR version.

    and I am using SDK, ‘Tobii XR SDK for Unity’.

    #10753
    Grant [Tobii]
    Keymaster

    Hi wizner. Sorry to hear about your troubles. For your information, the Tobii XR SDK has it’s own dedicated support channel at this time to deal with possible issues in this early release.

    Kindly get in touch with the XR Team at [email protected] and a member of the team there will reply to you promptly.

    Thanks for your patience whilst we try to resolve this issue for you.

Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.