Eye Tracking – Migrating from VIVE Pro Eye to Focus 3 using Unity and Wave SDK
What will you learn?
You will learn how to migrate your eye tracking project from VIVE Pro Eye to Focus 3 using Wave SDK and Unity.
Note:
In this tutorial we will use
Unity 2021.3.9f1
and
VIVE Focus 3.
Project Settings
- In Unity, switch build target to Android.
![EyeTracking_Wave_Migration_Unity1.png](https://cdn.statically.io/img/developer.vive.com/express_media/images/Picture1_ogp2U6Y.width-500.png)
- Install the latest version of VIVE Wave XR Plugin.
![EyeTracking_Wave_Migration_Unity2.png](https://cdn.statically.io/img/developer.vive.com/express_media/images/Picture2_KoRBok1.width-800.png)
- Go to Edit > Project Settings > XR Plug-in Management and enable.
![EyeTracking_Wave_Migration_Unity3.png](https://cdn.statically.io/img/developer.vive.com/express_media/images/Picture3_IcGiXtw.width-800.png)
- When the WaveXRPlayerSettingsConfigDialog is displayed, click Accept All.
![EyeTracking_Wave_Migration_Unity4.png](https://cdn.statically.io/img/developer.vive.com/express_media/images/Picture4_okwWXSl.width-500.png)
Setup scene
- Add the EyeManager . If you have installed the VIVE Wave XR Plugin – Essence package, then you can add the EyeManager in Unity from the menu option Wave > GameObject > Add Eye Manager. Otherwise create an empty gameobject and add the EyeManager script manually.
- Replace the current eye tracking API calls with the following:
Vector3 origin; Vector3 direction; EyeManager.Instance.GetCombinedEyeOrigin(out origin); EyeManager.Instance.GetCombindedEyeDirectionNormalized(out direction);