Home Forums XR Discussions Gaze in VR (Unity) with custom projection matrix

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    Thomas Kuebler

    when setting a custom stereo projection matrix via Camera.SetStereoProjectionMatrix, the gaze indicator is not accurate anymore (also the reported gaze ray). It seems like the gazepoint is unprojected from viewport space to a ray using the (inverse) standard camera matrix? Is there an easy way to solve this with the current API?


    Grant [Tobii]

    Hi @kueblert, sorry to hear about your issues. Could you kindly clarify exactly which Unity SDK and Tobii hardware you are working with please so we can more precisely attempt to reproduce the problem you have raised. Many thanks.

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