Closed hanetzer closed 4 months ago
Hi there,
It was removed as VRC no longer needed the method and because people was using it as it one stop method for "fixing" their issues however it just made things worse. however if CVR still needs it I can add it back in, however it might not be completed today, it most likely be tomorrow.
Also it was going to be removed from the original cats as well.
This now should be working and back on all development branches!
It is in the Eye tracking menu under the VRChat SDK3 version.
Please note the Legacy version (as I calling it) is only for ChilloutVR or other games that need this component and should not be used for SDK3 VRChat as VRChat eye tracking is now set up in Unity.
Thanks!
No problem, and thank you for returning such a niche (vroid) of a niche (cvr) feature. Could be in the future it won't be needed there but as of right now it still is
This has now been released into version 3.6.6.3 for Blender 3.6 and version 4.0.4.2 for Blender 4.0.
Closed this request, if there anything else to do with this request feel free to re-open.
Thanks!
I occasionally do some work on vroid-originated avatars, and in CVR (Chillout VR), if one enables eye tracking without using the above named feature on the avatar first, the avatar will have lazy/crazy eyes (far too large a range of motion and such). This assumes having imported the *.vrm file using that addon.
I can't speak as to the vr experience with eye tracking without this modification, as I'm currently a desktop player and none of the people I've done this sort of thing for have vr headsets that do that.