- 08/07/2015 at 19:10 #3216
I am developing a game prototype in unity3d (Version 5) that combines gaze-based interaction with augmented reality on a Microsoft surface (selecting elements via gaze).
On a standard windows desktop pc the gaze detection and the game itself work very well (I am using the gaze aware component and the a gaze visualizer in the form of a red rectangle), but when I test exact same scene on a surface pro 3 nothing works as the detected gaze position seems to be offset in comparison to the actual position where the players are looking (at least 200 pixels in x and y). Have you encountered this issue before and do you have a solution?
all the best,
Michael08/07/2015 at 19:16 #3217
One thing I forgot to mention: the issue only arises in unity3D on the surface pro 3 – when I test the gaze detection within the Tobii EyeX application (User profile/test eye Tracking) the gaze detection works fine08/07/2015 at 21:46 #3219
I have found a solution 🙂 : simply deactivate “Disable display scaling on high DPI setting” by right-clicking the Unity.exe (Properties/Compatibility) … and the offset is gone13/07/2015 at 08:01 #3222ritikajainParticipant
What all parameters(other than accuracy and precision) are there,that I can measure from the gaze data,fixation data and eye position of Tobii X eye tracker?
Ritika04/05/2017 at 12:26 #6796tiblopParticipant
checking ‘Disable display scaling on high DPI settings’ in unity solved the problem
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