You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
MRTK3 Gaze input doesn't fallback to head gaze if eye tracking is not calibrated or eyes aren't being tracked
Repro
Build EyeGazeExample scene with Eye Tracking permissions enable.
Make sure you clear eye tracking calibration (you'll likely need to reset the device)
Start app, and verify EyeGazeExample scene launches
Move head around
Box colors don't toggle to "red"
Expected
Box colors to toggle to "red" when head gazing (i.e. no eye gaze)
Details
The MRTK Gaze action mapping are currently using fallback composites. This mostly works, if the "eye controller" is not available, the system fallbacks back to head pose. However, there is a problem when "eye controller" is available but not tracking, the "eye controller" binding is still used, and the system doesn't fallback to head pose. The most common case of this happening is when HL2's eye controllers haven't been calibrated for the current user.
I've tried removing the fallback composite, but then only head pose is used, and eye controller is ignored.
I also tried using "isTracked" as a modifier. But this is not working either, no pose ends up being used.
Original issue opened by:
AMollis
Overview
MRTK3 Gaze input doesn't fallback to head gaze if eye tracking is not calibrated or eyes aren't being tracked
Repro
Expected
Box colors to toggle to "red" when head gazing (i.e. no eye gaze)
Details
The MRTK Gaze action mapping are currently using fallback composites. This mostly works, if the "eye controller" is not available, the system fallbacks back to head pose. However, there is a problem when "eye controller" is available but not tracking, the "eye controller" binding is still used, and the system doesn't fallback to head pose. The most common case of this happening is when HL2's eye controllers haven't been calibrated for the current user.
I've tried removing the fallback composite, but then only head pose is used, and eye controller is ignored.
I also tried using "isTracked" as a modifier. But this is not working either, no pose ends up being used.
ISSUE MIGRATION
Issue migrated from: microsoft/MixedRealityToolkit-Unity#11582
The text was updated successfully, but these errors were encountered: