Home Forums Software Development Unity, eye controlled perspective

Viewing 3 posts - 1 through 3 (of 3 total)
  • Author
  • #687
    Kenneth Häggmark


    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.



    Hi 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.

    Thomas Sjöholm

    I’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).

Viewing 3 posts - 1 through 3 (of 3 total)
  • You must be logged in to reply to this topic.