➡️ Module description

Meta Quest implementation of the Eye module. 🔗 Source and readme: ‣

➡️ Module installation

Prerequisite

All EDIA modules depend on EDIA.Core, install this one first (Installing EDIA Core)

Installation of this module:

As all the EDIA modules are Unity packages, they are all installable via the package manager panel.

  1. Open the package manager panel.
  2. Click the + > Install package from git URL

Enter:

  [<https://github.com/edia-toolbox/edia_eye.git>](<https://github.com/edia-toolbox/edia_eye.git>)[?path=Assets/com.edia.eye#main](<https://mind-body-emotion.notion.site/EDIA-Toolbox-710f144129a245debd9b71948084ea95>)

Install the packages

  1. EDIA.Eye https://github.com/edia-toolbox/edia_eye.git?path=Assets/com.edia.eye#main
  2. EDIA.Eye.Quest https://github.com/edia-toolbox/edia_quest.git?path=Assets/com.edia.quest#main
  3. Meta XR Core SDK 72.x+ Find it in the Unity asset store.

➡️ Module usage

Elaborations of specific aspects of this module.

1️⃣ EDIA.Eye base configuration

Each EDIA.Eye submodule requires the base package 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>

2️⃣ Edia_eye_quest configuration

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.

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