Home › Forums › Software Development › gaze position wrong in unity
- This topic has 5 replies, 2 voices, and was last updated 5 years, 10 months ago by Alex [Tobii].
- 09/05/2017 at 11:46 #6819
I want to use the eye tracker in unity. I used gaze Aware and it works perfectly.
However I would like to use gaze position but the value is wrong.
I tried to display the gaze cloud as in the demo scene and the gazePosition at the same time ( gaze position represented by a moving ball ) but the gazePosition is always shiffted !
I also tried in standalone and it is the same problem.
What can be the issue?
Thank you09/05/2017 at 17:01 #6822Alex [Tobii]Participant
Is it wrong in the demo scene as well?11/05/2017 at 12:01 #6833
the demo scene do not use gazePosition it use the gazePlotter script which work fine and display the right information.
However, if in the demo scene at the same time i display a ball that have for position gazePosition the ball and the gazePlot are not at the same place. It it shifted .11/05/2017 at 15:32 #6835
Actualy i figured it out. The difference between both is that the gazPlotter smooth the position so once i smoothed the gaze position (using the slightly modified smoothify function found in GazePlotter) i stopped having weird positions.11/05/2017 at 15:57 #6836
and also this helped : http://developer.tobii.com/community/forums/topic/eyex-sometimes-gives-strange-gaze-point-in-unity/#post-6802
but it is really not great that we have to run it in standalone each time :/ make it very hard for developping :/15/05/2017 at 14:38 #6864Alex [Tobii]Participant
Tobii Unity SDK for Desktop 3.0 Beta:
Please feel free to send us your feedback.
- You must be logged in to reply to this topic.