Open Wolf-Seisenbacher opened 8 months ago
I'm aware of this one and encountered it before, I'm putting it on my list.
I believe this issue occurs due to how eye convergence is handled with eye tracking. My guess is that a raycast is performed to determine the convergence distance, but inside a collider, the raycast distance will always be zero. This results in undefined behavior regarding determining the eye rotation, which causes it to default to a high convergence value like 10000 (resulting in the thousand-yard stare).
I know why this happens - it's because it still tries to use raycast to search for a hit for things to look at, which it shouldn't. It just needs time to be worked on.
Describe the bug?
Pretty much what the title says:
While using EyeTrackVR (maybe others?) while the eyes are within a collider, the eyes go crosseyed and refuse to react to eye tracking until outside of the collider. Very noticeable with people at very large scale in relation to the eyetracking user.
To Reproduce
1: Have Eyetracking on 2: Have other user be large scale 3: have their hand collider over the eyetracking user's face (Alternatively, their body collider)
NOTE: Current avatar I am using also uses a projection plane point, which may affect results!
Expected behavior
Eyetracking should be not affected and overridden by colliders
Screenshots
No response
Resonite Version Number
2023.10.17.464
What Platforms does this occur on?
Windows
What headset if any do you use?
Valve Index
Log Files
Do not have logs particularly for this, issue existed in previous platform and had a mod to fix it, however that mod apparently only fixed it locally.
Additional Context
EyetrackVR requires mod to function within Resonite, so providing a no-mod log would be impossible. This issue existed within previous platform, and had a mod specifically to fix the issue which is not ported to Resonite.
Reporters
Wolf Seisenbacher