Documentation of GazeConvergenceData



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    Scott Harper


    I checked the GazeConvergence data, and it looks like there is a bug in the data that's coming out, so we'll have to fix it up.

    More official docs are incoming, but for now I can explain what the data is meant to describe:

    • ray's origin is the point in headset-relative 3D space where the ray should be projected. This is generally between the eyes for people with two-eye tracking enabled, but in cases where a user has disabled one eye, it will be the origin of their enabled eye.
    • ray's direction is the unit vector out from the origin point (again in headset-relative 3D coordinates) along which the eyes are converging (in the case of single-eye tracking, this will match the enabled eye's gaze vector).
    • distance is the distance along the vector where the user's eyes converge. For single-eye tracking this value is undefined.
    • accuracy is the amount to which immersion-breaking effects should be allowed to rely on this value (effects like depth of field could go very wrong if the number is off). In single-eye setups, this will always be zero; if the user makes their eyes diverge, the value will likely be zero; and for now the value is hardcoded to zero because our convergence algorithm is still in its infancy (as you have discovered).

    Sorry about missing that. We'll try and fix it up as soon as possible for you so you don't have to spend too long using the wrong technique.

    For now you should be able to use one eye or the other instead of the convergence value; but I know that's not ideal for most uses.

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    Thanks a lot! Looking forward to the update!

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