Ejemplo n.º 1
0
    void Start()
    {
        SceneManager.sceneLoaded += OnSceneLoaded;
        _recordedEyeTrackingData  = new List <EyeTrackingDataFrame>();

        _eyetrackingManager = EyetrackingManager.Instance;

        _sampleRate   = _eyetrackingManager.GetSampleRate();
        _hmdTransform = _eyetrackingManager.GetHmdTransform();
    }
Ejemplo n.º 2
0
    // 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);
    }
Ejemplo n.º 3
0
 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");
 }