➡️ Module description

Varjo implementation of the Eye module. 🔗 Source and readme: https://github.com/edia-toolbox/edia_eye_varjo

➡️ 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.Varjo https://github.com/edia-toolbox/edia_varjo.git?path=Assets/com.edia.varjo#main
  3. Varjo Unity XR package https://github.com/varjocom/VarjoUnityXRPlugin.git
  4. Not a package, but you will need the Varjo Base software to be able to use the Varjo. https://support.varjo.com/hc/en-us/download-varjo-base

➡️ Module usage

Elaborations of specific aspects of this module.

  1. Unity XR settings

  2. Set up eye tracking pipeline

    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_varjo configuration

    Add the Eye-Varjo-EyeDataConverter prefab to the scene. This prefab is responsible for grabbing Varjo eyetracking data and pushing it towards Edia data handler.


See EDIA.Eye for all Eye data features.