Closed camnewnham closed 4 months ago
OK.. based on the docs: https://learn.microsoft.com/en-us/windows/mixed-reality/develop/advanced-concepts/eye-tracking-calibration
I will try:
EyesPose::IsCalibrationValid
I'll re-open this issue if this doesn't work.
It would be great if this was configured as an OpenXR feature instead!
At present, if eye tracking is enabled in a Unity OpenXR App the user will always:
Is there a way to control whether or not these prompts are shown? Or the timing of them?
I'd like to use eye tracking if the user has calibrated, but if they haven't, then don't worry about it.