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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](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.
In general, we recommend to avoid showing an eye gaze cursor or if you inist on showing one to make it _very_ subtle.
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Check out our [eye gaze cursor tutorial](/Documentation/EyeTracking/EyeTracking_Cursor.md) for more information on how to best handle it.
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In general, we recommend to avoid showing an eye gaze cursor or if you insist on showing one to make it _very_ subtle.
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Check out our [eye gaze cursor tutorial](EyeTracking_Cursor.md) for more information on how to best handle it.
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We do recommend to hide the default head gaze cursor that is attached to the MRTK gaze pointer profile by default.
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- Navigate to your main _'MRTK Configuration Profile'_ -> _'Input System Profile'_ -> _'PointerSettings.PointerProfile'_
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- At the bottom of the _'PointerProfile'_, you should assign an invisible cursor prefab to the _'GazeCursor'_. If you downloaded the MRTK Examples folder, you can simply reference the included -'EyeGazeCursor'_ prefab.
Imagine you are reading some information on a distant display or your e-reader and when you reach the end of the displayed text, the text automatically scrolls up to reveal more content.
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Or how about magically zooming directly toward where you were looking at?
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In this tutorial, we extend an input scenario called [Put that there](href:https://youtu.be/CbIn8p4_4CQ) dating back to research from the MIT Media Lab in the early 1980's with eye, hand and voice input.
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In this tutorial, we extend an input scenario called [Put that there](https://youtu.be/CbIn8p4_4CQ) dating back to research from the MIT Media Lab in the early 1980's with eye, hand and voice input.
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The idea is simple: Benefit from your eyes for fast target selection and positioning.
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Simply look at a hologram and say _'put this'_, look over where you want to place it and say _'there!'_.
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For more precisely positionig your hologram, you can use additional input from your hands, voice or controllers.
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For more precisely positioning your hologram, you can use additional input from your hands, voice or controllers.
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**Summary**: Positioning holograms using Eyes, Voice and Hand input (*drag-and-drop*). Eye-supported sliders using Eyes+Hands.
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<br>
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[**Visualization of Visual Attention**](/Documentation/EyeTracking/EyeTracking_Visualization.md)
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[**Visualization of Visual Attention**](EyeTracking_Visualization.md)
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Information about where users look at is an immensely powerful tool to assess usability of a design and to identify problems in efficivent work streams.
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Information about where users look at is an immensely powerful tool to assess usability of a design and to identify problems in efficient work streams.
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In this tutorial, we discuss different eye tracking visualizations and how they fit different needs.
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We provide basic examples for logging and loading Eye Tracking data and examples for how to visualize them.
Copy file name to clipboardExpand all lines: Documentation/EyeTracking/EyeTracking_EyeGazeProvider.md
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# Accessing Eye Tracking Data in your Unity Script
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The following assumes that you followed the steps for setting up Eye Tracking in your MRTK scene (see [Basic MRTK Setup to use Eye Tracking](/Documentation/EyeTracking/EyeTracking_BasicSetup.md)).
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The following assumes that you followed the steps for setting up Eye Tracking in your MRTK scene (see [Basic MRTK Setup to use Eye Tracking](EyeTracking_BasicSetup.md)).
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To access Eye Tracking data in your MonoBehaviour scripts is easy! Simply use *MixedRealityToolkit.InputSystem.EyeGazeProvider*.
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## Examples for using MixedRealityToolkit.InputSystem.EyeGazeProvider
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Here is an example from the
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[FollowEyeGaze.cs](/Assets/MixedRealityToolkit.Examples/Demos/EyeTracking/General/Scripts/FollowEyeGaze.cs) in

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# Eye Tracking in the Mixed Reality Toolkit
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The [Mixed Reality Toolkit](href:https://github.com/Microsoft/MixedRealityToolkit-Unity) (MRTK) supports amongst others _'HoloLens 2'_ which offers an exciting and powerful new input: Eye Tracking!
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The [Mixed Reality Toolkit](https://github.com/Microsoft/MixedRealityToolkit-Unity) (MRTK) supports amongst others _'HoloLens 2'_ which offers an exciting and powerful new input: Eye Tracking!
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Eye Tracking enables users to quickly and effortlessly engage with holograms across their view and can make your system smarter by better identifying a user's intention.
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New to Eye Tracking? No problem! We have created a number of videos, tutorials and samples to get you started!
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1.[Getting started with Eye Tracking in MRTK](/Documentation/EyeTracking/EyeTracking_BasicSetup.md)
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1.[Getting started with Eye Tracking in MRTK](EyeTracking_BasicSetup.md)
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2.[Building on the MRTK Eye Tracking samples](/Documentation/EyeTracking/EyeTracking_ExamplesOverview.md)
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2.[Building on the MRTK Eye Tracking samples](EyeTracking_ExamplesOverview.md)
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