HTC Vive 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
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>)
SRanipal Runtime which is the executable provided by HTC that runs the eye tracking software on your device. To get it, install the Vive Console for SteamVR from Steam. It contains the SRanipal Runtime.ViveSR SDK which you need to place in your Unity project. For instructions on how to get the ViveSRSDK please see the README file in the according subfolder of this repo.Elaborations of specific aspects of this module.
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>
Add prefab Eye-Vive-EyeDataConverterSRanipal to the scene.
This prefab is responsible for grabbing Vive eyetracking data and pushing it towards Edia data handler.
Add prefab SRanipal Eye Framework to the scene.
This prefab is part of the SRanipal Eye tracking SDK. Use the following settings:
