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Question XR Gaze Availability

Discussion in 'XR Interaction Toolkit and Input' started by palamangelus, Apr 29, 2021.

  1. palamangelus

    palamangelus

    Joined:
    Jun 8, 2010
    Posts:
    28
    Is there a way to use the XR features in Unity/Oculus for Gaze interaction? I'm using the business version and our intent is to not use controllers and to use kiosk mode, but we really only need to have a couple of interactions from the user during the experience (mainly start and pause/restart). I'm not really seeing much out there, but from what I can glean, it looks like we could potentially check CommonUsages.userPresence if the user takes off the headset, and then when the headset is put back on, raycast from CenterEye, CommonUsages.centerEyePosition and CommonUsages.centerEyeRotation? I don't want to switch everything back over to OVR since all of our scenes are already there (or maybe there's a way to combine both libraries)?

    Anyone have any experience with this or suggestions?

    Thanks in advance!

    *Note
    Actually, I guess if there's no gaze, I'll just old school raycast out from the camera itself since that'll be the HMD.
     
    Last edited: Apr 29, 2021