Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Question Performance Issue when collecting Eye-Tracking Data

Discussion in 'VR' started by apurv_unity, May 4, 2022.

  1. apurv_unity

    apurv_unity

    Joined:
    Oct 18, 2021
    Posts:
    1
    Hi folks,
    I am building a VR project in Unity where I want to collect eye-tracking data. I am using Tobii XR SDK for Unity to get the data from HTC Vive Pro Eye.
    I have some UI elements like a timer that has to be visible to the participant always. Hence, I have a two-camera system, where I have camera1 which has these UI elements, and camera2 which looks at a raw image with camera1's renderTexture. This system works fine if I don't have the Tobii software in my scene, but when I add it the scene becomes very jittery (laggy).
    I assume it is a performance issue but my resource utilization is around 50-60% with eye-tracking ON which is strange and points out that the assumption is not correct.
    Also, please let me know If anybody has a better way of showing UI elements in your scene that don't get occluded.

    Any help is appreciated. Thanks!
     
  2. JelleBelly

    JelleBelly

    Joined:
    Sep 26, 2021
    Posts:
    7
    I have the same problem as you. My scene is laggy when the Tobii software is activated and not when it is disabled. I currently have no clue how to fix this...

    Did you ever find a solution?