FOVE SUPPORT CENTER

Calculate gaze in viewport Space

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3 comments

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    Jeff

    Hi Benedikt,

    I think the problem is that you're taking the eye gaze which is a normalized vector, meaning it will be one unit away from the origin, and deprojecting that against the player which could be anywhere in the world. You'll need to offset it by the players position and orientation to get a correct value.

    I will look into adding a helper function for this in a future version of the FOVE Unreal plugin.

     

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    Benedikt Tutzer

    Hi,
    sorry for my late reply.
    My player does not move, and the camera is always at (0,0,0) with rotation (0,0,0).
    I changed my calculations and now the values are in the expected bounds, but towards the border of the screen the eye position is not accurate. Is that an inaccuracy of the eye tracker or is my calculation still wrong?
    Thanks a lot for your help, Jeff


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    Benedikt Tutzer

    ... a helper function would be extremely welcome!

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