Closed Naphier closed 3 years ago
The MRTK currently exposes eye gaze based on the Windows APIs, which provides a single gaze ray. @sostel might be able to provide more background on this.
That's quite unfortunate as there's a lack of accessibility for those with amblyopia then. My amblyopia is not even bad and the eye tracking in the HL is useless for me. Tobii had it exposed in their API. I know MS can do better than Tobii :)
On Thu, May 7, 2020, 13:58 Kurtis notifications@github.com wrote:
The MRTK currently exposes eye gaze based on the Windows APIs, which provides a single gaze ray https://docs.microsoft.com/en-us/uwp/api/windows.perception.people.eyespose?view=winrt-18362. @sostel https://github.com/sostel might be able to provide more background on this.
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Yes, @keveleigh is correct - this is not supported by the Windows APIs at this time. Unfortunately, not much MRTK can do about it right now.
I'm curious though - when you use eye targeting with HoloLens how bad is it?
How do I get this into the hands of the Windows API folks then? As for how bad. It's very inaccurate and floats around a bit.
I tried calibration with just my dominant eye open but that didn't really help.
TBH the Tobii and Give Pro Eye gave me less issues.
On Thu, May 7, 2020, 17:23 sostel notifications@github.com wrote:
Yes, @keveleigh https://github.com/keveleigh is correct - this is not supported by the Windows APIs at this time. Unfortunately, not much MRTK can do about it right now.
I'm curious though - when you use eye targeting with HoloLens how bad is it?
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Sorry to hear! I'll let the team know. Thanks for sharing, Sean! @Naphier
Apologies for this accessibility issue; unfortunately as mentioned above we are limited by the platform API. Please use Feedback Hub to communicate this to the platform team.
@Zee2 hopefully @sostel already did that. Feedback Hub is a dead end and black void.
@Naphier Just want to leave a comment here in case of others have the same question: Microsoft released a ExtendedEyeTracking NuGet Package recently, that also works with HoloLens 2. The package returns left and right eye gaze vectors. Here is the Unity sample project: https://github.com/microsoft/MixedReality-EyeTracking-Sample
Describe the problem
Currently there is no way to allow users to select which eye (left/right/both) to use for gaze tracking. This makes it difficult for those of us with amblyopia where one eye will tend to be very dominant and the other points in a different direction. Please implement a way to allow devs to expose the ability to toggle between left/right/both eyes for gaze input. Thanks!