├── .github
└── ISSUE_TEMPLATE
│ ├── bug_report.md
│ └── feature_request.md
├── CODE_OF_CONDUCT.md
├── LICENSE
├── README.md
├── SECURITY.md
├── SUPPORT.md
└── SampleEyeTracking
├── .gitignore
├── Assets
├── Materials.meta
├── Materials
│ ├── Blue.mat
│ ├── Blue.mat.meta
│ ├── Cyan.mat
│ ├── Cyan.mat.meta
│ ├── Lime.mat
│ ├── Lime.mat.meta
│ ├── Red.mat
│ └── Red.mat.meta
├── NuGet.config
├── NuGet.config.meta
├── NuGet.meta
├── NuGet
│ ├── Editor.meta
│ ├── Editor
│ │ ├── NugetForUnity.dll
│ │ └── NugetForUnity.dll.meta
│ ├── LICENSE
│ ├── LICENSE.meta
│ ├── README.pdf
│ ├── README.pdf.meta
│ ├── Resources.meta
│ └── Resources
│ │ ├── defaultIcon.png
│ │ └── defaultIcon.png.meta
├── Packages.meta
├── Packages
│ ├── Microsoft.MixedReality.EyeTracking.1.0.2.meta
│ └── Microsoft.MixedReality.EyeTracking.1.0.2
│ │ ├── .signature.p7s
│ │ ├── LICENSE.txt
│ │ ├── LICENSE.txt.meta
│ │ ├── Microsoft.MixedReality.EyeTracking.1.0.2.nupkg
│ │ ├── Microsoft.MixedReality.EyeTracking.1.0.2.nupkg.meta
│ │ ├── lib.meta
│ │ └── lib
│ │ ├── unity.meta
│ │ └── unity
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── Microsoft.MixedReality.EyeTracking.Init.cs
│ │ └── Microsoft.MixedReality.EyeTracking.Init.cs.meta
│ │ ├── arm.meta
│ │ ├── arm
│ │ ├── Microsoft.MixedReality.EyeTracking.dll
│ │ └── Microsoft.MixedReality.EyeTracking.dll.meta
│ │ ├── arm64.meta
│ │ ├── arm64
│ │ ├── Microsoft.MixedReality.EyeTracking.dll
│ │ └── Microsoft.MixedReality.EyeTracking.dll.meta
│ │ ├── net46.meta
│ │ ├── net46
│ │ ├── Microsoft.MixedReality.EyeTracking.DotNet.dll
│ │ └── Microsoft.MixedReality.EyeTracking.DotNet.dll.meta
│ │ ├── netstandard2.0.meta
│ │ ├── netstandard2.0
│ │ ├── Microsoft.MixedReality.EyeTracking.DotNet.dll
│ │ └── Microsoft.MixedReality.EyeTracking.DotNet.dll.meta
│ │ ├── x64.meta
│ │ ├── x64
│ │ ├── Microsoft.MixedReality.EyeTracking.dll
│ │ ├── Microsoft.MixedReality.EyeTracking.dll.meta
│ │ ├── MonoSupport.dll
│ │ └── MonoSupport.dll.meta
│ │ ├── x86.meta
│ │ └── x86
│ │ ├── Microsoft.MixedReality.EyeTracking.dll
│ │ └── Microsoft.MixedReality.EyeTracking.dll.meta
├── Scenes.meta
├── Scenes
│ ├── SampleScene.unity
│ └── SampleScene.unity.meta
├── Scripts.meta
├── Scripts
│ ├── EETDataProviderTest.cs
│ ├── EETDataProviderTest.cs.meta
│ ├── ExtendedEyeGazeDataProvider.cs
│ └── ExtendedEyeGazeDataProvider.cs.meta
├── XR.meta
├── XR
│ ├── Loaders.meta
│ ├── Loaders
│ │ ├── Open XR Loader No Pre Init.asset
│ │ ├── Open XR Loader No Pre Init.asset.meta
│ │ ├── Open XR Loader.asset
│ │ └── Open XR Loader.asset.meta
│ ├── Settings.meta
│ ├── Settings
│ │ ├── Open XR Package Settings.asset
│ │ ├── Open XR Package Settings.asset.meta
│ │ ├── OpenXR Editor Settings.asset
│ │ └── OpenXR Editor Settings.asset.meta
│ ├── XRGeneralSettings.asset
│ └── XRGeneralSettings.asset.meta
├── packages.config
└── packages.config.meta
├── Packages
├── MixedReality
│ ├── com.microsoft.mixedreality.openxr-1.5.1.tgz
│ └── com.microsoft.mrtk.graphicstools.unity-0.4.0.tgz
├── manifest.json
├── manifest.json.backup
├── manifest.json.backup0
├── manifest.json.backup1
└── packages-lock.json
└── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRPackageSettings.asset
├── XRSettings.asset
└── boot.config
/.github/ISSUE_TEMPLATE/bug_report.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Bug report
3 | about: Create a report to help us improve
4 | title: ''
5 | labels: ''
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Describe the bug**
11 | A clear and concise description of what the bug is.
12 |
13 | **To Reproduce**
14 | Steps to reproduce the behavior:
15 | 1. Go to '...'
16 | 2. Click on '....'
17 | 3. Scroll down to '....'
18 | 4. See error
19 |
20 | **Expected behavior**
21 | A clear and concise description of what you expected to happen.
22 |
23 | **Screenshots**
24 | If applicable, add screenshots to help explain your problem.
25 |
26 | **Environment**
27 | - Unity version:
28 |
29 | **Additional context**
30 | Add any other context about the problem here.
31 |
--------------------------------------------------------------------------------
/.github/ISSUE_TEMPLATE/feature_request.md:
--------------------------------------------------------------------------------
1 | ---
2 | name: Feature request
3 | about: Suggest an idea for this project
4 | title: ''
5 | labels: ''
6 | assignees: ''
7 |
8 | ---
9 |
10 | **Is your feature request related to a problem? Please describe.**
11 | A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
12 |
13 | **Describe the solution you'd like**
14 | A clear and concise description of what you want to happen.
15 |
16 | **Describe alternatives you've considered**
17 | A clear and concise description of any alternative solutions or features you've considered.
18 |
19 | **Additional context**
20 | Add any other context or screenshots about the feature request here.
21 |
--------------------------------------------------------------------------------
/CODE_OF_CONDUCT.md:
--------------------------------------------------------------------------------
1 | # Microsoft Open Source Code of Conduct
2 |
3 | This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/).
4 |
5 | Resources:
6 |
7 | - [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/)
8 | - [Microsoft Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/)
9 | - Contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with questions or concerns
10 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) Microsoft Corporation.
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE
22 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | ---
2 | page_type: sample
3 | name: Extended eye tracking in Unity
4 | description: This sample shows you how to use extended eye tracking features in Unity projects using a HoloLens.
5 | languages:
6 | - csharp
7 | products:
8 | - hololens
9 | ---
10 |
11 | # Extended eye tracking in Unity
12 |
13 | 
14 |
15 | Supported device | Supported Unity versions | Built with XR configuration
16 | :---------------: | :----------------------: | :--------------------------:
17 | HoloLens 2 | Unity 2020 or higher | Mixed Reality OpenXR Plugin
18 |
19 | This sample shows how to use EyeTracking SDK to access extended eye tracking features in Unity projects using a HoloLens. Covered features include
20 | * Setting eye tracking data framerate
21 | * Getting individual and combined eye gaze vectors
22 |
23 | ## Contents
24 |
25 | File/folder | Description |
26 | -------------|-------------|
27 | `SampleEyeTracking/Assets` | Unity assets, scenes, prefabs, and scripts. |
28 | `SampleEyeTracking/Packages` | Project manifest and packages list. |
29 | `SampleEyeTracking/ProjectSettings` | Unity asset setting files. |
30 | `SampleEyeTracking/.gitignore` | Define what to ignore at commit time. |
31 |
32 | ## Required tools
33 |
34 | 1. Install the [tools for Mixed Reality development](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/install-the-tools)
35 | 2. Install the [recommended Unity version](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/choosing-unity-version)
36 |
37 | This repo uses following versions of tools
38 | * HoloLens 2 with OS build minimum 20348.1537
39 | * Unity 2020.3.40f1
40 | * Mixed Reality OpenXR Plugin 1.5.1
41 | * Visual Studio 2022 17.3.6
42 |
43 | ## Setup
44 |
45 | 1. Clone or download this sample repository.
46 | 2. Open the `SampleEyeTracking` folder in Unity Hub and launch the project.
47 | 3. Open the `Assets/SampleScene` in Unity.
48 |
49 | ## Run the sample
50 |
51 | Extended eye tracking features are not supported by Holographic Remoting at this time, so running this sample in Unity editor won't get any gaze data. The only way to test it is building and deploying to HoloLens.
52 |
53 | ## Build and deploy the sample
54 |
55 | 1. Follow [Build and deploy to the HoloLens](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/build-and-deploy-to-hololens) to build Unity project and deploy to HoloLens.
56 | 2. Launching this app in HoloLens and granting the gaze permission in the dialog, the gaze framerate will be set to 90FPS and you will see 3 cubes and 1 cylinder following your gaze direction in 1.5 meter away.
57 | * The green cube represents your left eye gaze.
58 | * The red cube represents your right eye gaze.
59 | * The cyan cube represents your combined eye gaze.
60 | * The blue cylinder also represents your combined eye gaze but its coordinate is set related to the Unity camera GameObject.
61 |
62 | ## Project explanation
63 |
64 | ### Used packages
65 |
66 | This Unity sample app use following packages.
67 |
68 | Package | Description
69 | -------------|-------------
70 | [Mixed Reality OpenXR Plugin](https://github.com/microsoft/OpenXR-Unity-MixedReality-Samples/releases) | to read the pose of eyeGazeTracker under Unity scene coordinate system, then use to convert the gaze data's coordinate
71 | [NuGetForUnity](https://github.com/GlitchEnzo/NuGetForUnity) | a tool to download and import NuGet package
72 | [Microsoft.MixedReality.EyeTracking](https://www.nuget.org/packages/Microsoft.MixedReality.EyeTracking) | NuGet package to provide eye tracking features
73 | [MRTK Graphic Tools](https://github.com/microsoft/MixedReality-GraphicsTools-Unity) | provide the shaders to render holograms
74 |
75 | The `Mixed Reality OpenXR Plugin` and `MRTK Graphic Tools` could be imported into Unity by the [MRTK Feature Tool](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/welcome-to-mr-feature-tool#download). The `NuGetForUnity` could be imported through Unity's custom package. The `Microsoft.MixedReality.EyeTracking` could be imported through the `NuGetForUnity` tab in Unity editor.
76 |
77 | Depending on your use case, you may don't need to use all these packages in your projects.
78 |
79 | **Note**: some of packages above are not open-source.
80 |
81 | ### Scripts
82 |
83 | The script [ExtendedEyeGazeDataProvider](./SampleEyeTracking/Assets/Scripts/ExtendedEyeGazeDataProvider.cs) is the core script to call APIs and provide gaze data to other scripts in Unity. Specially, it does following things
84 | * Maintain the eyeGazeTracker instance
85 | * Set the framerate of eyeGazeTracker
86 | * Read eyeGaze data from eyeGazeTracker
87 | * Read eyeGazeTracker pose from Mixed Reality OpenXR plugin API
88 | * Convert eyeGaze data into Unity's scene coordinate system or Unity's camera GameObject coordinate system
89 |
90 | ## Other documentations
91 |
92 | * Complete API reference for the Microsoft.MixedReality.EyeTracking NuGet package on at the [NuGet Gallery](https://www.nuget.org/packages/Microsoft.MixedReality.EyeTracking)
93 | * For more details about how to setup your Unity project, refer to [Microsoft Docs](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/extended-eye-tracking-unity).
94 | * For more details about how to setup native project, refer to [Microsoft Docs](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/native/extended-eye-tracking-native).
95 |
96 | ## Contributing
97 |
98 | This project welcomes contributions and suggestions. Most contributions require you to agree to a
99 | Contributor License Agreement (CLA) declaring that you have the right to, and actually do, grant us
100 | the rights to use your contribution. For details, visit https://cla.opensource.microsoft.com.
101 |
102 | When you submit a pull request, a CLA bot will automatically determine whether you need to provide
103 | a CLA and decorate the PR appropriately (e.g., status check, comment). Simply follow the instructions
104 | provided by the bot. You will only need to do this once across all repos using our CLA.
105 |
106 | This project has adopted the [Microsoft Open Source Code of Conduct](https://opensource.microsoft.com/codeofconduct/).
107 | For more information see the [Code of Conduct FAQ](https://opensource.microsoft.com/codeofconduct/faq/) or
108 | contact [opencode@microsoft.com](mailto:opencode@microsoft.com) with any additional questions or comments.
--------------------------------------------------------------------------------
/SECURITY.md:
--------------------------------------------------------------------------------
1 |
2 |
3 | ## Security
4 |
5 | Microsoft takes the security of our software products and services seriously, which includes all source code repositories managed through our GitHub organizations, which include [Microsoft](https://github.com/microsoft), [Azure](https://github.com/Azure), [DotNet](https://github.com/dotnet), [AspNet](https://github.com/aspnet), [Xamarin](https://github.com/xamarin), and [our GitHub organizations](https://opensource.microsoft.com/).
6 |
7 | If you believe you have found a security vulnerability in any Microsoft-owned repository that meets [Microsoft's definition of a security vulnerability](https://aka.ms/opensource/security/definition), please report it to us as described below.
8 |
9 | ## Reporting Security Issues
10 |
11 | **Please do not report security vulnerabilities through public GitHub issues.**
12 |
13 | Instead, please report them to the Microsoft Security Response Center (MSRC) at [https://msrc.microsoft.com/create-report](https://aka.ms/opensource/security/create-report).
14 |
15 | If you prefer to submit without logging in, send email to [secure@microsoft.com](mailto:secure@microsoft.com). If possible, encrypt your message with our PGP key; please download it from the [Microsoft Security Response Center PGP Key page](https://aka.ms/opensource/security/pgpkey).
16 |
17 | You should receive a response within 24 hours. If for some reason you do not, please follow up via email to ensure we received your original message. Additional information can be found at [microsoft.com/msrc](https://aka.ms/opensource/security/msrc).
18 |
19 | Please include the requested information listed below (as much as you can provide) to help us better understand the nature and scope of the possible issue:
20 |
21 | * Type of issue (e.g. buffer overflow, SQL injection, cross-site scripting, etc.)
22 | * Full paths of source file(s) related to the manifestation of the issue
23 | * The location of the affected source code (tag/branch/commit or direct URL)
24 | * Any special configuration required to reproduce the issue
25 | * Step-by-step instructions to reproduce the issue
26 | * Proof-of-concept or exploit code (if possible)
27 | * Impact of the issue, including how an attacker might exploit the issue
28 |
29 | This information will help us triage your report more quickly.
30 |
31 | If you are reporting for a bug bounty, more complete reports can contribute to a higher bounty award. Please visit our [Microsoft Bug Bounty Program](https://aka.ms/opensource/security/bounty) page for more details about our active programs.
32 |
33 | ## Preferred Languages
34 |
35 | We prefer all communications to be in English.
36 |
37 | ## Policy
38 |
39 | Microsoft follows the principle of [Coordinated Vulnerability Disclosure](https://aka.ms/opensource/security/cvd).
40 |
41 |
42 |
--------------------------------------------------------------------------------
/SUPPORT.md:
--------------------------------------------------------------------------------
1 | # Support
2 |
3 | ## How to file issues and get help
4 |
5 | This project uses GitHub Issues to track bugs and feature requests. Please search the existing
6 | issues before filing new issues to avoid duplicates. For new issues, file your bug or
7 | feature request as a new Issue. For help and questions about using this project, please use the Issues tab as well. Also please have a look at the [documentation](https://learn.microsoft.com/en-us/windows/mixed-reality/develop/unity/extended-eye-tracking-unity) to see more details about the extended EyeTracking SDK.
8 |
9 | ## Microsoft Support Policy
10 |
11 | Support for this **PROJECT or PRODUCT** is limited to the resources listed above.
12 |
--------------------------------------------------------------------------------
/SampleEyeTracking/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 | /[Aa]pp/
13 |
14 | # MemoryCaptures can get excessive in size.
15 | # They also could contain extremely sensitive data
16 | /[Mm]emoryCaptures/
17 |
18 | # Asset meta data should only be ignored when the corresponding asset is also ignored
19 | !/[Aa]ssets/**/*.meta
20 |
21 | # Uncomment this line if you wish to ignore the asset store tools plugin
22 | # /[Aa]ssets/AssetStoreTools*
23 |
24 | # Autogenerated Jetbrains Rider plugin
25 | /[Aa]ssets/Plugins/Editor/JetBrains*
26 |
27 | # Visual Studio cache directory
28 | .vs/
29 |
30 | # Visual Studio Code
31 | .vscode/
32 |
33 | # Gradle cache directory
34 | .gradle/
35 |
36 | # Autogenerated VS/MD/Consulo solution and project files
37 | ExportedObj/
38 | .consulo/
39 | *.csproj
40 | *.unityproj
41 | *.sln
42 | *.suo
43 | *.tmp
44 | *.user
45 | *.userprefs
46 | *.pidb
47 | *.booproj
48 | *.svd
49 | *.pdb
50 | *.mdb
51 | *.opendb
52 | *.VC.db
53 |
54 | # Unity3D generated meta files
55 | *.pidb.meta
56 | *.pdb.meta
57 | *.mdb.meta
58 |
59 | # Unity3D generated file on crash reports
60 | sysinfo.txt
61 |
62 | # Builds
63 | *.apk
64 | *.aab
65 | *.unitypackage
66 |
67 | # Crashlytics generated file
68 | crashlytics-build.properties
69 |
70 | # Packed Addressables
71 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
72 |
73 | # Temporary auto-generated Android Assets
74 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
75 | /[Aa]ssets/[Ss]treamingAssets/aa/*
76 | .vsconfig
77 | Assets/WSATestCertificate.pfx
78 | Assets/WSATestCertificate.pfx.meta
79 |
--------------------------------------------------------------------------------
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2 | guid: fe497149b5fa7414e8295266fed34876
3 | folderAsset: yes
4 | DefaultImporter:
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6 | userData:
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8 | assetBundleVariant:
9 |
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8 | m_PrefabInstance: {fileID: 0}
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12 | m_ShaderKeywords: _DIRECTIONAL_LIGHT _DISABLE_ALBEDO_MAP _HOVER_LIGHT _REFLECTIONS
13 | _SPECULAR_HIGHLIGHTS _USE_WORLD_SCALE
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16 | m_DoubleSidedGI: 0
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18 | stringTagMap:
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21 | m_SavedProperties:
22 | serializedVersion: 3
23 | m_TexEnvs:
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26 | m_Scale: {x: 1, y: 1}
27 | m_Offset: {x: 0, y: 0}
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29 | m_Texture: {fileID: 0}
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31 | m_Offset: {x: 0, y: 0}
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33 | m_Texture: {fileID: 0}
34 | m_Scale: {x: 1, y: 1}
35 | m_Offset: {x: 0, y: 0}
36 | - _DetailMask:
37 | m_Texture: {fileID: 0}
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51 | m_Offset: {x: 0, y: 0}
52 | - _MainTex:
53 | m_Texture: {fileID: 0}
54 | m_Scale: {x: 1, y: 1}
55 | m_Offset: {x: 0, y: 0}
56 | - _MetallicGlossMap:
57 | m_Texture: {fileID: 0}
58 | m_Scale: {x: 1, y: 1}
59 | m_Offset: {x: 0, y: 0}
60 | - _NormalMap:
61 | m_Texture: {fileID: 0}
62 | m_Scale: {x: 1, y: 1}
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65 | m_Texture: {fileID: 0}
66 | m_Scale: {x: 1, y: 1}
67 | m_Offset: {x: 0, y: 0}
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70 | m_Scale: {x: 1, y: 1}
71 | m_Offset: {x: 0, y: 0}
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79 | - _BlurTextureIntensity: 1
80 | - _BorderColorMode: 0
81 | - _BorderLight: 0
82 | - _BorderLightOpaque: 0
83 | - _BorderLightOpaqueAlpha: 1
84 | - _BorderLightReplacesAlbedo: 0
85 | - _BorderLightUsesHoverColor: 0
86 | - _BorderMinValue: 0.1
87 | - _BorderWidth: 0.1
88 | - _BumpScale: 1
89 | - _ClippingBorder: 0
90 | - _ClippingBorderWidth: 0.025
91 | - _ColorWriteMask: 15
92 | - _CullMode: 2
93 | - _CustomMode: 0
94 | - _Cutoff: 0.5
95 | - _DetailNormalMapScale: 1
96 | - _DirectionalLight: 1
97 | - _DstBlend: 0
98 | - _EdgeSmoothingMode: 0
99 | - _EdgeSmoothingValue: 0.002
100 | - _EnableChannelMap: 0
101 | - _EnableEmission: 0
102 | - _EnableHoverColorOverride: 0
103 | - _EnableLocalSpaceTriplanarMapping: 0
104 | - _EnableNormalMap: 0
105 | - _EnableProximityLightColorOverride: 0
106 | - _EnableSSAA: 0
107 | - _EnableStencil: 0
108 | - _EnableTriplanarMapping: 0
109 | - _EnvironmentColorIntensity: 0.5
110 | - _EnvironmentColorThreshold: 1.5
111 | - _EnvironmentColoring: 0
112 | - _Fade: 1
113 | - _FadeBeginDistance: 0.85
114 | - _FadeCompleteDistance: 0.5
115 | - _FadeMinValue: 0
116 | - _FluentLightIntensity: 1
117 | - _GlossMapScale: 1
118 | - _Glossiness: 0.5
119 | - _GlossyReflections: 1
120 | - _GradientAngle: 180
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1 | MIT License
2 |
3 | Copyright (c) 2018 Patrick McCarthy
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
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1 | using System;
2 | using System.IO;
3 | using System.Runtime.InteropServices;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | namespace Microsoft.MixedReality.EyeTracking
8 | {
9 | [InitializeOnLoad]
10 | internal class Init : MonoBehaviour
11 | {
12 | [DllImport("kernel32.dll", CharSet = CharSet.Unicode, SetLastError = true)]
13 | [return: MarshalAs(UnmanagedType.Bool)]
14 | static extern int AddDllDirectory(string lpPathName);
15 |
16 | [DllImport("kernel32", CharSet = CharSet.Auto, SetLastError = true)]
17 | [return: MarshalAs(UnmanagedType.Bool)]
18 | static extern bool SetDefaultDllDirectories(uint directoryFlags);
19 |
20 | const uint LOAD_LIBRARY_SEARCH_DEFAULT_DIRS = 0x00001000;
21 |
22 | static Init()
23 | {
24 | if (!SetDefaultDllDirectories(LOAD_LIBRARY_SEARCH_DEFAULT_DIRS))
25 | {
26 | Debug.LogError(string.Format("Failed to SetDefaultDllDirectories: Win32 error {0}", Marshal.GetLastWin32Error()));
27 | return;
28 | }
29 |
30 | // Find the path to this script
31 | string assetName = $"{typeof(Init).FullName}.cs";
32 | var assets = AssetDatabase.FindAssets(Path.GetFileNameWithoutExtension(assetName));
33 | if (assets.Length != 1)
34 | {
35 | Debug.LogError(string.Format("Failed to find single asset for {0}; found {1} instead!", assetName, assets.Length));
36 | return;
37 | }
38 |
39 | char[] delims = { '/', '\\' };
40 | var assetDirectoryPath = Application.dataPath;
41 | var lastDelim = assetDirectoryPath.TrimEnd(delims).LastIndexOfAny(delims); // trim off Assets folder since it's also included in asset path
42 | var dllDirectory = Path.Combine(assetDirectoryPath.Substring(0, lastDelim), Path.GetDirectoryName(AssetDatabase.GUIDToAssetPath(assets[0]))).Replace('/', '\\');
43 | dllDirectory = Path.Combine(dllDirectory.Substring(0, dllDirectory.LastIndexOf("Editor")), @"x64");
44 | if (AddDllDirectory(dllDirectory) == 0)
45 | {
46 | Debug.LogError(string.Format("Failed to set DLL directory {0}: Win32 error {1}", dllDirectory, Marshal.GetLastWin32Error()));
47 | return;
48 | }
49 |
50 | Debug.Log(string.Format("Added DLL directory {0} to the user search path.", dllDirectory));
51 | }
52 | }
53 | }
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/SampleEyeTracking/Assets/Scripts/EETDataProviderTest.cs:
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1 | // Copyright (c) Microsoft Corporation.
2 | // Licensed under the MIT license.
3 |
4 | using System;
5 | using UnityEngine;
6 |
7 | public class EETDataProviderTest : MonoBehaviour
8 | {
9 | [SerializeField]
10 | private GameObject LeftGazeObject;
11 | [SerializeField]
12 | private GameObject RightGazeObject;
13 | [SerializeField]
14 | private GameObject CombinedGazeObject;
15 | [SerializeField]
16 | private GameObject CameraRelativeCombinedGazeObject;
17 | [SerializeField]
18 | private ExtendedEyeGazeDataProvider extendedEyeGazeDataProvider;
19 |
20 | private DateTime timestamp;
21 | private ExtendedEyeGazeDataProvider.GazeReading gazeReading;
22 |
23 |
24 | void Update()
25 | {
26 | timestamp = DateTime.Now;
27 |
28 | // positioning for left gaze object
29 | gazeReading = extendedEyeGazeDataProvider.GetWorldSpaceGazeReading(ExtendedEyeGazeDataProvider.GazeType.Left, timestamp);
30 | if (gazeReading.IsValid)
31 | {
32 | // position gaze object 1.5 meters out from the gaze origin along the gaze direction
33 | LeftGazeObject.transform.position = gazeReading.EyePosition + 1.5f * gazeReading.GazeDirection;
34 | LeftGazeObject.SetActive(true);
35 | }
36 | else
37 | {
38 | LeftGazeObject.SetActive(false);
39 | }
40 |
41 | // positioning for right gaze object
42 | gazeReading = extendedEyeGazeDataProvider.GetWorldSpaceGazeReading(ExtendedEyeGazeDataProvider.GazeType.Right, timestamp);
43 | if (gazeReading.IsValid)
44 | {
45 | // position gaze object 1.5 meters out from the gaze origin along the gaze direction
46 | RightGazeObject.transform.position = gazeReading.EyePosition + 1.5f * gazeReading.GazeDirection;
47 | RightGazeObject.SetActive(true);
48 | }
49 | else
50 | {
51 | RightGazeObject.SetActive(false);
52 | }
53 |
54 | // positioning for combined gaze object
55 | gazeReading = extendedEyeGazeDataProvider.GetWorldSpaceGazeReading(ExtendedEyeGazeDataProvider.GazeType.Combined, timestamp);
56 | if (gazeReading.IsValid)
57 | {
58 | // position gaze object 1.5 meters out from the gaze origin along the gaze direction
59 | CombinedGazeObject.transform.position = gazeReading.EyePosition + 1.5f * gazeReading.GazeDirection;
60 | CombinedGazeObject.SetActive(true);
61 | }
62 | else
63 | {
64 | CombinedGazeObject.SetActive(false);
65 | }
66 |
67 | // positioning for camera relative gaze cube
68 | gazeReading = extendedEyeGazeDataProvider.GetCameraSpaceGazeReading(ExtendedEyeGazeDataProvider.GazeType.Combined, timestamp);
69 | if (gazeReading.IsValid)
70 | {
71 | // position gaze object 1.5 meters out from the gaze origin along the gaze direction
72 | CameraRelativeCombinedGazeObject.transform.localPosition = gazeReading.EyePosition + 1.5f * gazeReading.GazeDirection;
73 | CameraRelativeCombinedGazeObject.SetActive(true);
74 | }
75 | else
76 | {
77 | CameraRelativeCombinedGazeObject.SetActive(false);
78 | }
79 |
80 | }
81 | }
82 |
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/SampleEyeTracking/Assets/Scripts/ExtendedEyeGazeDataProvider.cs:
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1 | // Copyright (c) Microsoft Corporation.
2 | // Licensed under the MIT license.
3 |
4 | using UnityEngine;
5 | using System;
6 | using Microsoft.MixedReality.OpenXR;
7 | using Microsoft.MixedReality.EyeTracking;
8 |
9 | ///
10 | /// This class provides access to the Extended Eye Gaze Tracking API
11 | /// Values are given in Unity world space or relative to the main camera
12 | ///
13 | [DisallowMultipleComponent]
14 | public class ExtendedEyeGazeDataProvider : MonoBehaviour
15 | {
16 | public enum GazeType
17 | {
18 | Left,
19 | Right,
20 | Combined
21 | }
22 |
23 | public struct GazeReading
24 | {
25 | public bool IsValid;
26 | public Vector3 EyePosition;
27 | public Vector3 GazeDirection;
28 | public GazeReading(bool isValid, Vector3 position, Vector3 direction)
29 | {
30 | IsValid = isValid;
31 | EyePosition = position;
32 | GazeDirection = direction;
33 | }
34 | }
35 |
36 | private Camera _mainCamera;
37 | private EyeGazeTrackerWatcher _watcher;
38 | private EyeGazeTracker _eyeGazeTracker;
39 | private EyeGazeTrackerReading _eyeGazeTrackerReading;
40 | private System.Numerics.Vector3 _trackerSpaceGazeOrigin;
41 | private System.Numerics.Vector3 _trackerSpaceGazeDirection;
42 | private GazeReading _gazeReading;
43 | private GazeReading _invalidGazeReading = new GazeReading(false, Vector3.zero, Vector3.zero);
44 | private bool _gazePermissionEnabled;
45 | private bool _readingSucceeded;
46 | private SpatialGraphNode _eyeGazeTrackerNode;
47 | private Pose _eyeGazeTrackerPose;
48 | private Matrix4x4 _eyeGazeTrackerSpaceToPlayspace = new Matrix4x4();
49 | private Matrix4x4 _eyeGazeTrackerSpaceToWorld = new Matrix4x4();
50 | private Transform _mixedRealityPlayspace;
51 |
52 | ///
53 | /// Get the current reading for the requested GazeType, relative to the main camera
54 | /// Will return a GazeReading with IsValid set to false if unable to return a valid reading
55 | ///
56 | ///
57 | ///
58 | public GazeReading GetCameraSpaceGazeReading(GazeType gazeType)
59 | {
60 | return GetCameraSpaceGazeReading(gazeType, DateTime.Now);
61 | }
62 |
63 | ///
64 | /// Get the reading for the requested GazeType at the given TimeStamp, relative to the main camera
65 | /// Will return a GazeReading with IsValid set to false if unable to return a valid reading
66 | ///
67 | ///
68 | ///
69 | ///
70 | public GazeReading GetCameraSpaceGazeReading(GazeType gazeType, DateTime timestamp)
71 | {
72 | _gazeReading = GetWorldSpaceGazeReading(gazeType, timestamp);
73 | if (!_gazeReading.IsValid)
74 | {
75 | return _invalidGazeReading;
76 | }
77 |
78 | _gazeReading.EyePosition = _mainCamera.transform.InverseTransformPoint(_gazeReading.EyePosition);
79 | _gazeReading.GazeDirection = _mainCamera.transform.InverseTransformDirection(_gazeReading.GazeDirection).normalized;
80 | _gazeReading.IsValid = true;
81 |
82 | return _gazeReading;
83 | }
84 |
85 | ///
86 | /// Get the current reading for the requested GazeType
87 | /// Will return a GazeReading with IsValid set to false if unable to return a valid reading
88 | ///
89 | ///
90 | ///
91 | public GazeReading GetWorldSpaceGazeReading(GazeType gazeType)
92 | {
93 | return GetWorldSpaceGazeReading(gazeType, DateTime.Now);
94 | }
95 |
96 | ///
97 | /// Get the reading for the requested GazeType at the given TimeStamp
98 | /// Will return a GazeReading with IsValid set to false if unable to return a valid reading
99 | ///
100 | ///
101 | ///
102 | ///
103 | public GazeReading GetWorldSpaceGazeReading(GazeType gazeType, DateTime timestamp)
104 | {
105 | if (!_gazePermissionEnabled || _eyeGazeTracker == null)
106 | {
107 | return _invalidGazeReading;
108 | }
109 |
110 | _eyeGazeTrackerReading = _eyeGazeTracker.TryGetReadingAtTimestamp(timestamp);
111 | if (_eyeGazeTrackerReading == null)
112 | {
113 | Debug.LogWarning($"Unable to get eyeGazeTrackerReading at: {timestamp.ToLongTimeString()}");
114 | return _invalidGazeReading;
115 | }
116 |
117 | _readingSucceeded = false;
118 | switch (gazeType)
119 | {
120 | case GazeType.Left:
121 | {
122 | _readingSucceeded = _eyeGazeTrackerReading.TryGetLeftEyeGazeInTrackerSpace(out _trackerSpaceGazeOrigin, out _trackerSpaceGazeDirection);
123 | break;
124 | }
125 | case GazeType.Right:
126 | {
127 | _readingSucceeded = _eyeGazeTrackerReading.TryGetRightEyeGazeInTrackerSpace(out _trackerSpaceGazeOrigin, out _trackerSpaceGazeDirection);
128 | break;
129 | }
130 | case GazeType.Combined:
131 | {
132 | _readingSucceeded = _eyeGazeTrackerReading.TryGetCombinedEyeGazeInTrackerSpace(out _trackerSpaceGazeOrigin, out _trackerSpaceGazeDirection);
133 | break;
134 | }
135 | }
136 | if (!_readingSucceeded)
137 | {
138 | return _invalidGazeReading;
139 | }
140 |
141 | // Get tracker pose under _mixedRealityPlayspace, and construct the matrix to transform gaze data from tracker space to _mixedRealityPlayspace
142 | if (!_eyeGazeTrackerNode.TryLocate(_eyeGazeTrackerReading.SystemRelativeTime.Ticks, out _eyeGazeTrackerPose))
143 | {
144 | return _invalidGazeReading;
145 | }
146 | _eyeGazeTrackerSpaceToPlayspace.SetTRS(_eyeGazeTrackerPose.position, _eyeGazeTrackerPose.rotation, Vector3.one);
147 |
148 | // Construct the matrix to transform gaze data from tracker space to Unity world space
149 | _eyeGazeTrackerSpaceToWorld = (_mixedRealityPlayspace != null) ?
150 | _mixedRealityPlayspace.localToWorldMatrix * _eyeGazeTrackerSpaceToPlayspace :
151 | _eyeGazeTrackerSpaceToPlayspace;
152 |
153 | // Transform gaze data from tracker space to Unity world space
154 | _gazeReading.EyePosition = _eyeGazeTrackerSpaceToWorld.MultiplyPoint3x4(ToUnity(_trackerSpaceGazeOrigin));
155 | _gazeReading.GazeDirection = _eyeGazeTrackerSpaceToWorld.MultiplyVector(ToUnity(_trackerSpaceGazeDirection));
156 | _gazeReading.IsValid = true;
157 | return _gazeReading;
158 | }
159 |
160 | private async void Start()
161 | {
162 | _mainCamera = Camera.main;
163 | _mixedRealityPlayspace = _mainCamera.transform.parent;
164 |
165 | Debug.Log("Initializing ExtendedEyeTracker");
166 | #if ENABLE_WINMD_SUPPORT
167 | Debug.Log("Triggering eye gaze permission request");
168 | // This function call may not required if you already use MRTK in your project
169 | _gazePermissionEnabled = await AskForEyePosePermission();
170 | #else
171 | // Always enable when running in editor
172 | _gazePermissionEnabled = true;
173 | #endif
174 |
175 | if (!_gazePermissionEnabled)
176 | {
177 | Debug.LogError("Gaze is disabled");
178 | return;
179 | }
180 |
181 | _watcher = new EyeGazeTrackerWatcher();
182 | _watcher.EyeGazeTrackerAdded += _watcher_EyeGazeTrackerAdded;
183 | _watcher.EyeGazeTrackerRemoved += _watcher_EyeGazeTrackerRemoved;
184 | await _watcher.StartAsync();
185 | }
186 |
187 | private void _watcher_EyeGazeTrackerRemoved(object sender, EyeGazeTracker e)
188 | {
189 | Debug.Log("EyeGazeTracker removed");
190 | _eyeGazeTracker = null;
191 | }
192 |
193 | private async void _watcher_EyeGazeTrackerAdded(object sender, EyeGazeTracker e)
194 | {
195 | Debug.Log("EyeGazeTracker added");
196 | try
197 | {
198 | await e.OpenAsync(true);
199 | _eyeGazeTracker = e;
200 | var supportedFrameRates = _eyeGazeTracker.SupportedTargetFrameRates;
201 | foreach (var frameRate in supportedFrameRates)
202 | {
203 | Debug.Log($" supportedFrameRate: {frameRate.FramesPerSecond}");
204 | }
205 |
206 | // Set to highest framerate, it is 90FPS at this time
207 | _eyeGazeTracker.SetTargetFrameRate(supportedFrameRates[supportedFrameRates.Count - 1]);
208 | _eyeGazeTrackerNode = SpatialGraphNode.FromDynamicNodeId(e.TrackerSpaceLocatorNodeId);
209 | }
210 | catch (Exception ex)
211 | {
212 | Debug.LogError("Unable to open EyeGazeTracker\r\n" + ex.ToString());
213 | }
214 | }
215 |
216 | #if ENABLE_WINMD_SUPPORT
217 | ///
218 | /// Triggers a prompt to let the user decide whether to permit using eye tracking
219 | ///
220 | private async System.Threading.Tasks.Task AskForEyePosePermission()
221 | {
222 | var accessStatus = await Windows.Perception.People.EyesPose.RequestAccessAsync();
223 | Debug.Log("Eye gaze access status: " + accessStatus.ToString());
224 | return accessStatus == Windows.UI.Input.GazeInputAccessStatus.Allowed;
225 | }
226 | #endif
227 |
228 | private static UnityEngine.Vector3 ToUnity(System.Numerics.Vector3 v) => new UnityEngine.Vector3(v.X, v.Y, -v.Z);
229 | }
230 |
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