Skip to content

Commit 0c5aa59

Browse files
committed
Adding additional Eye Tracking documentation to have a landing page for the overview of Eye Tracking examples in MRTK and for how to use (or not to use) and eye gaze cursor.
1 parent bdd6fa6 commit 0c5aa59

File tree

2 files changed

+11
-73
lines changed

2 files changed

+11
-73
lines changed
Lines changed: 8 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,8 @@
1+
# To show or not to show an eye gaze cursor
2+
3+
This page covers design guidelines on when and how to use an eye gaze cursor.
4+
5+
<!-- TODO: Add more infos -- >
6+
7+
---
8+
[Back to "Eye Tracking in the MixedRealityToolkit"](/Documentation/EyeTracking/EyeTracking_Main.md)
Lines changed: 3 additions & 73 deletions
Original file line numberDiff line numberDiff line change
@@ -1,77 +1,7 @@
1-
#Basic MRTK Setup to use Eye Tracking
2-
This page covers how to set up your Unity MRTK scene to use Eye Tracking in your app.
3-
The following assumes you’re starting out with a fresh new scene.
1+
# Eye Tracking Examples in MRTK
2+
This page covers how to get quickly started with using Eye Tracking in MRTK by building on our provided MRTK example package.
43

5-
6-
### Setting up the Scene
7-
Set up the MixedRealityToolkit by simply clicking *'Mixed Reality Toolkit -> Configure…'* in the menu bar.
8-
9-
![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_configure.png)
10-
11-
12-
13-
### Setting up the MRTK Profiles
14-
After setting up your MRTK scene, you will be asked to choose a profile for MRTK.
15-
You can simply select the default one ( *DefaultMixedRealityToolkitConfigurationProfile* ) and then select the *'Copy & Customize'* option.
16-
17-
![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_configprofile.png)
18-
19-
20-
21-
### Create an "Eye Gaze Data Provider"
22-
- Navigate to the *'Extension Services'*
23-
24-
- To edit the default one ( *DefaultMixedRealityRegisteredServiceProvidersProfile* ), click the *'Clone'* button next to it.
25-
26-
- Create an *Eye Tracking Service Provider* (the precise name is not important) by clicking *'+ Register a new Service Provider'*
27-
28-
- **Component Name:**
29-
Name your service provider to remember it better in the future (e.g., Eye Tracking Service Provider)
30-
31-
- **Component Type:** Select *'Microsoft.MixedReality.Toolkit.WindowsMixedReality.Input'* -> *'WindowsMixedRealityEyeGazeDataProvider'*
32-
33-
![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_serviceprovider.png)
34-
35-
36-
37-
38-
### Enabling Eye Tracking in the GazeProvider
39-
In HoloLens 1, head gaze was used as primary pointing technique.
40-
While head gaze is still available via the *GazeProvider* in MRTK, you can check to use eye gaze instead by ticking the *'Prefer Eye Tracking'* checkbox.
41-
42-
![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_gazeprovider.png)
43-
44-
45-
46-
47-
### Simulating Eye Tracking in the Unity Editor
48-
You can simulate Eye Tracking input in the Unity Editor to ensure that events are correctly triggered before deploying the app to your HoloLens 2.
49-
Follow the below steps to use your scene camera's location as eye gaze origin and the camera's forward vector as eye gaze direction.
50-
51-
1. **Enable simulated Eye Tracking**:
52-
- Navigate to *MRTK Configuration Profile* -> *Additional Service Providers* -> *In-Editor Input Simulation*.
53-
- Check the *'Simulate Eye Position'* checkbox.
54-
55-
56-
2. **Disable head gaze cursor**: In general, we recommend not to show an eye gaze cursor or if you do to make it *very* subtle.
57-
- Navigate to *MRTK Configuration Profile* -> *Input System Profile* -> *PointerSettings.PointerProfile*
58-
- At the bottom of the *PointerProfile*, you should assign an invisible cursor prefab to the *GazeCursor*.
59-
60-
61-
62-
### Accessing eye gaze data
63-
Now that your scene is set up to use Eye Tracking, let's take a look at how to access it in your scripts:
64-
[Accessing Eye Tracking Data in your Unity Script](/Documentation/EyeTracking/EyeTracking_EyeGazeProvider.md).
65-
66-
67-
### Building the Unity app for your device
68-
The *'Gaze Input'* capability is unfortunately not yet supported under 'Player Settings -> Publishing Settings -> Capabilities' in Unity.
69-
To use Eye Tracking on your HoloLens 2 device, you need to manually edit the package manifest.
70-
First, build your Unity project as you would normally do.
71-
Open your compiled Visual Studio project and then open the `Package.appxmanifest` in your solution (see screenshot below).
72-
Make sure to tick the *'Gaze Input'* checkbox under *Capabilities*.
73-
74-
![Enabling Gaze Input in Visual Studio](/External/ReadMeImages/EyeTracking/mrtk_et_gazeinput.jpg)
4+
<!-- TODO: Add more infos -- >
755
766
---
777
[Back to "Eye Tracking in the MixedRealityToolkit"](/Documentation/EyeTracking/EyeTracking_Main.md)

0 commit comments

Comments
 (0)