Meta Quest implementation of the Eye module. 🔗 Source and readme: ‣
All EDIA modules depend on EDIA.Core, install this one first (Installing EDIA Core)
As all the EDIA modules are Unity packages, they are all installable via the package manager panel.
+ > Install package from git URL
package.json on :icons8-github-50: GitHub.
[ Here is an ⚠️ example link ⚠️ for the EDIA.Eye.Quest module: ] <https://github.com/edia-toolbox/edia_eye_quest.git?path=Assets/com.edia.eye.quest#main>
<https://github.com/edia-toolbox/edia_eye.git?path=Assets/com.edia.eye#main>
<https://github.com/edia-toolbox/edia_eye_quest.git?path=Assets/com.edia.eye.quest#main>
Meta XR Core SDK 72.x+ Find it in the Unity asset store.
<aside> 💡
As the SDK changes from Meta can be quite drastic, for now we recommend to use v72.0 of the Meta XR Core SDK. You can roll back to this version in the Unity Package Manager.
Elaborations of specific aspects of this module.
Each EDIA.Eye submodule requires the base package EDIA.Eye to be available.
The Eye-DataHandler prefab should always exist in the scene.
This prefab is responsible for translating the SDK specific eyedata stream into the EDIA format.
Add this prefab to the scene.
<aside>
💡Optionally for debugging purposes, add the Eye-GazeVisualiser to the scene.
</aside>
Add the Eye-Quest-EyeDataConverter prefab to the scene.
This prefab is responsible for grabbing Quest eyetracking data and pushing it towards Edia data handler.
