Home › Forums › Software Development › Unity, eye controlled perspective
Tagged: unity perspective
- This topic has 2 replies, 3 voices, and was last updated 9 years, 5 months ago by
Thomas Sjöholm.
- AuthorPosts
- 13/04/2014 at 14:09 #687
Kenneth Häggmark
ParticipantHi,
I need to extract eye positioning and directional data for both eyes in Unity to control the camera perspective by modulating the projection matrix.
Is there a recommended way of getting eye positioning and directional vectors for both eyes separately in realtime now, with control over filtering through the Unity SDK?
I finally will need vectors for eye positions and directions in view XYZ space, to be able to calculate an off-axis perspective projection properly.
//Kenneth
14/04/2014 at 08:35 #690Anders
ParticipantHi Kenneth,
it’s possible to get the eye positions through the EyeX API but not (yet) the directional data. I know it’s in the plan, but I can’t tell when it’s going to be implemented.17/04/2014 at 03:49 #700Thomas Sjöholm
ParticipantI’ve tried to do the same thing (but a few versions of the Unity EyeX ago).
Anyways, what I did was using the eye positions (you get this is mm from Eye Tracker, I think) together with screen size (mm) and screen gaze position (normalized coordinates) to calculate the direction of the eyes. Thereby I could do manipulations on the camera.
Maybe it is possible to get the ET -> Screen offset from the calibration to improve the result.However, my final implementation did not get the result I wanted due to lack of time (and I knew that a new version of Unity would come that would make a lot of my code much easier and prettier with in a week or two of when I worked on it).
- AuthorPosts
- You must be logged in to reply to this topic.