Home › Forums › Software Development › [Solved] Gaze detection not working (unity)
Tagged: GazeAwareComponent, Unity
- This topic has 5 replies, 3 voices, and was last updated 6 years, 10 months ago by Jens.
- 28/04/2016 at 17:18 #5117
I’m running Tobii with Unity 4.6.2
Everything seems to initialize and connect properly, and I dont have any problems running demos.
However, the GazeAwareComponent does not seem to work. I have tried all the mask types. I have enlarged the bounding box to be all of the screen, and it still does not react. (Tried the spin on gaze example).
I tried to write out the coordinates in the update function of the GazePointDataComponent to see if the data looked weird, and all the values in LastGazePoint except Display (meaning, Screen, Viewport, and GUI) were set to NaN.
Do I need to add any other components in the scene to make it work? Or is it something else that I have missed?29/04/2016 at 09:47 #5120Jenny [Tobii]Participant
Which version of the EyeX SDK for Unity are you using? I did a fix for NaN values which is included in SDK version 1.7.29/04/2016 at 09:55 #5121
I’m using version 1.7.48029/04/2016 at 10:42 #5122
Is there anywhere I can download earlier versions? I’d like to try if 1.7.0 would work.10/05/2016 at 11:08 #5161Grant [Tobii]Keymaster
I am afraid we do not keep a repository of earlier versions to ensure a reliable experience for the user base.
Did you manage to get Unity up and running with the latest version in the end?10/05/2016 at 14:51 #5163
No, but I have email contact now with Tobii developers to sort it out.
It could be worth noting for people reading this thread that the current SDK version isn’t compatible with Unity 4.
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