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Question Unclear how to bind a pose with action map...

Discussion in 'Editor & General Support' started by justin_kasowski, Nov 2, 2022.

  1. justin_kasowski

    justin_kasowski

    Joined:
    Jan 14, 2020
    Posts:
    45
    SOLVED: Make sure you're set to use the new Input system and have the package installed. Then you can right click to create a new asset -> Input Actions... Declare an InputActionReference to the Gaze action you created. Then you make sure to declare an InputActionAsset with your action map, and do yourActionMap.Enable().

    I'm trying to use OpenXR's EyeGaze Interaction. I've already added it to OpenXR in Project Settings:
    upload_2022-11-2_11-23-41.png


    Now, I'm trying to access the pose and am unsure of how to do that. The instructions (https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.0/manual/features/eyegazeinteraction.html) simly say " To bind, go the gaze position/rotation, and use the following binding paths."

    I've created an action map that includes EyeGaze:
    upload_2022-11-2_11-26-20.png

    But I do not see the options to set position/rotation...

    To this point, I've been using SteamVR for Input handling... But I don't think it has any native way to handle eye tracking stuff and I can't seem to access my new Action Map through SteamVR Input Bindings:
    upload_2022-11-2_11-30-35.png


    On the flip side, the native PlayerInput module with my "sXR" action map selected doesn't have an option for setting gaze position/rotation either:
    upload_2022-11-2_11-32-16.png


    Sorry if this is some extremely basic concept that I'm fumbling with... Hopefully someone can help me out :)
     
    Last edited: Nov 15, 2022
  2. justin_kasowski

    justin_kasowski

    Joined:
    Jan 14, 2020
    Posts:
    45
    Still struggling with this, should I move the post to the XR subforum?