Closed julenka closed 4 years ago
The HoloLens 1 profile is probably missing the "Windows Mixed Reality Eye Gaze Provider":
For additional info on how to access eye gaze while hand rays are active, you can also refer to this page: https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/EyeTracking/EyeTracking_TargetSelection.html#example-4-use-hand-rays-and-eye-gaze-input-together
Let me know if that helps!
Hi @sostel thanks for the answer. I think I misworded the bug -- the case I wanted was to use head gaze + airtap as the primary input method, but also know where the eyes are looking, which I do not think is possible. I will update the bug description.
Yes, that should work. In my prototype, I have a head gaze mode while still showing a custom eye gaze cursor. Let me double check that though.
Describe the bug
Let's say I want to use hand head gaze for input, but still know where the user is looking. I would like to call
InputRayUtils.TryGetEyeGaze
to get this information, however currently that method will return false if the EyeGazeProvider is not the primary gaze provider for MRTK. I wish there was a way for me to just know where the eyes were looking in MRTK without needing to write custom code, and without using eye gaze as an input method.To reproduce
InputRayUtils.TryGetEyeGaze
or , grab eye gaze info from EyeGazeProvider.Expected behavior
I expect to both
InputRayUtils.TryGetEyeGaze
or , EyeGazeProvider direction to return my eye gaze, since eye tracking is enabled.However, the system actually returns the idrection of my head gaze, not my eye gaze.
I expect that if I am on a device that supports eye tracking, that MRTK has a built in way for me to access eye gaze data without needing to also use eye gaze as an input method.
Workaround
Currently to work around this issue it's possible to call the WinRT APIs directly, see EyeGaze.cs.
Screenshots
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