➡️ 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
  3. Enter the correct link to the according 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>

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_eye_quest.git?path=Assets/com.edia.eye.quest#main>
    
  3. 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.

➡️ Module usage

Elaborations of specific aspects of this module.

1️⃣ EDIA.Eye base configuration

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>

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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