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Update EyeTracking_BasicSetup.md
Addressing some weird formatting issues.
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Documentation/EyeTracking/EyeTracking_BasicSetup.md

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@@ -35,14 +35,14 @@ You can simply select _DefaultMixedRealityToolkitConfigurationProfile_ and then
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### Enabling Eye Tracking in the GazeProvider
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In HoloLens v1, head gaze was used as primary pointing technique.
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While head gaze is still available via the _GazeProvider_ in MRTK which is attached to your [Camera](href: https://docs.unity3d.com/ScriptReference/Camera.html), you can check to use eye gaze instead by ticking the _'Prefer Eye Tracking'_ checkbox as shown in the screenshot below.
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While head gaze is still available via the _GazeProvider_ in MRTK which is attached to your [Camera](href:https://docs.unity3d.com/ScriptReference/Camera.html), you can check to use eye gaze instead by ticking the _'Prefer Eye Tracking'_ checkbox as shown in the screenshot below.
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![MRTK](/External/ReadMeImages/EyeTracking/mrtk_setup_eyes_gazeprovider.png)
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### Simulating Eye Tracking in the Unity Editor
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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.
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The eye gaze signal is simulated by simply using the [Camera](href:https://docs.unity3d.com/ScriptReference/Camera.html)'s location as eye gaze origin and the [Camera](href:https://docs.unity3d.com/ScriptReference/Camera.html)'s forward vector as eye gaze direction.
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The eye gaze signal is simulated by simply using the camera's location as eye gaze origin and the camera's forward vector as eye gaze direction.
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While this is great for inital testing, please note that it is not a good imitation for rapid eye movements.
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For this, it is better to ensure frequent tests of your eye-based interactions on the HoloLens 2.
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