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Update EyeTracking_BasicSetup.md
Fixing typos.
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Documentation/EyeTracking/EyeTracking_BasicSetup.md

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@@ -42,7 +42,7 @@ While head gaze is still available via the _GazeProvider_ in MRTK which is attac
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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](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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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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2. **Disable default head gaze cursor**:
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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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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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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.

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