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Pierre

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Latest activity by Pierre
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    Pierre commented,

    Hi Stephanie, You might be using an older version of the GazeRecorder.cs. Please use the latest version available from https://github.com/FoveHMD/UnityPlugin/blob/master/Assets/FoveUnityPlugin/Sour...

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    Pierre commented,

    Hi Stephanie, Thank you for your good question. It is actually a use case we didn't think about.You should be able to get it working by making the following modifications in the GazeRecorder.cs fil...

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    Pierre commented,

    Official comment

    Hello, You can get the gaze rays in the user coordinate directly using: ```FoveManager.GetLeftEyeVector / FoveManager.GetRightEyeVector (Plugin version < 1.0)FoveManager.GetHmdGazeVector(eye) (Plug...

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    Pierre commented,

    Hello, Thanks for the report. It is indeed a typo. This has been fixed in the new plugin version that will come soon. Cheers, Pierre.

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    Pierre commented,

    Hello Sam, Thank you for reporting. I believe that it was due to a race condition happening between the main and render thread. We fixed this issue recently and should be part of next runtime relea...

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    Pierre commented,

    報告ありがとうございます。 ① SDKとUnityPluginはなんのバージョンを使ってますか?Unity Plugin 3.1.1+を使うとSDK 17.0+が必要です。ないとそういう現象が起きます。Unity Plugin 3.1.2からUnity EditorのConsoleでWarningが出ますが、3.1.1はWarningが不足です。 ② Gimbal Lock (https:/...

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    Pierre commented,

    Hello Jorge. You can add a second camera to your scene as child to the other, add the rotation to it and set TargetEye property of the two FoveInterfaces so that one eye is rendered by the first on...

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    Pierre commented,

    Hello, I am not sure if you are talking about post-effect shader or different shader/material for an object (mesh, sprite, etc.) ?For an object, the easiest way to do that is probably to duplicate ...

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    Pierre commented,

    Hello, You can simply add a new property or function to the FoveInterface class and control it from your script to switch the mode.

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    Pierre commented,

    Hello, You should be able to do that by inheriting (or directly modify) the FoveInterface class and overriding the UpdateEyePosition function. virtual protected void UpdateEyePosition(Vector3 left,...