void Start() { SceneManager.sceneLoaded += OnSceneLoaded; _recordedEyeTrackingData = new List <EyeTrackingDataFrame>(); _eyetrackingManager = EyetrackingManager.Instance; _sampleRate = _eyetrackingManager.GetSampleRate(); _hmdTransform = _eyetrackingManager.GetHmdTransform(); }
// Start is called before the first frame update void Start() { _eyetrackingManager = EyetrackingManager.Instance; _eyetrackingManager.NotifyEyeValidationCompletnessObservers += HandleEyeValidationCompletnessStatus; resettetCountdown = validationCountdown; _fixationDot = relativeFixedPoint.GetComponent <FixationDot>(); _fixationDot.NotifyFixationTimeObservers += HandleFixationCountdownNumber; _fixationDot.NotifyLeftTargetObservers += HandleLeftFixation; participantHeight = _eyetrackingManager.GetHmdTransform().transform.position.y; fixationPoint.transform.position = new Vector3(fixationPoint.transform.position.x, participantHeight, fixationPoint.transform.position.z); SuccessfulValidation.gameObject.SetActive(false); runningValidation = false; ValidationSuccessful = false; FailedValidationText.gameObject.SetActive(false); }
private void OnSceneLoaded(Scene scene, LoadSceneMode mode) // generally I am not proud of this call, but seems necessary for the moment. { _hmdTransform = _eyetrackingManager.GetHmdTransform(); //refresh the HMD transform after sceneload; //Debug.Log("hello new World"); }