/// <summary> /// Set the default min clip distance. /// </summary> private void Start() { _mainCamera = Camera.main; if (_mainCamera == null) { Debug.LogError("Error EyeTrackingFixationComfort._camera is null, disabling script."); enabled = false; return; } MLResult result = MLEyes.Start(); if (!result.IsOk) { Debug.LogError("Error starting MLEyes, disabling script."); enabled = false; return; } // Register Listeners. MLEyes.OnFixationDepthViolationOccurred += HandleOnFixationViolationOccurred; MLEyes.OnFixationDepthViolationCleared += HandleOnFixationViolationCleared; // Set the initial minimum distance. _mainCamera.nearClipPlane = MagicLeapDevice.MinimumNearClipDistance; }
void Start() { MLEyes.Start(); //set the empty gameobject where the line is attached to the camera's position. transform.position = Camera.transform.position; //Add the line renderer to the scene. lineRendererEyes = gameObject.AddComponent <LineRenderer>(); //The line is added to origo, but should be where the camera is. //Debug.Log("Camera.transform.position: " + Camera.transform.position); //Debug.Log("Camera.transform.forward: " + Camera.transform.forward); //Debug.Log("transform.position: " + transform.position); //lineRenderer.transform.localPosition = Vector3.zero; ////lineRenderer.SetPosition = Camera.transform.position; //Debug.Log("lineRenderer.transform.localPosition: " + lineRenderer.transform.localPosition); //If enabled, the points are considered as world space coordinates, instead of being subject to the transform of the GameObject to which this component is attached. //lineRenderer.useWorldSpace = false; //Works fine and dandy lineRendererEyes.material = lineColorEye; //lineRenderer.positionCount = lengthOfLineRenderer; lineRendererEyes.positionCount = positionsEye.Length; lineRendererEyes.startWidth = 0.05f; lineRendererEyes.endWidth = 0.05f; //Not necessary, but turns of the shadows on the lines, to save some processing. GetComponent <LineRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; lineRendererEyes.receiveShadows = false; lineRendererEyes.allowOcclusionWhenDynamic = false; }
void Start() { MLEyes.Start(); transform.position = Camera.transform.position + Camera.transform.forward * 2.0f; // Get the meshRenderer component _meshRenderer = gameObject.GetComponent <MeshRenderer>(); }
public void OnDestroy() { if (IsConnected) { MLEyes.Stop(); } }
//Deinit: private void OnDestroy() { if (MLEyes.IsStarted) { MLEyes.Stop(); } }
private void OnDestroy() { if (!MLEyes.IsStarted) { return; } MLEyes.Stop(); }
/// <summary> /// Stops MLEyes if it has been started /// </summary> public static void Stop() { #if PLATFORM_LUMIN if (MLEyes.IsStarted) { MLEyes.Stop(); } #endif }
void Start() { _eyePositions = new EyePositionBuffer( _smoothBufferSize, _smoothBufferConfidenceThreshold); _mainCamera = Camera.main; MLEyes.Start(); }
/// <summary> /// Initializes component and start MLEyes. /// </summary> override protected void OnEnable() { base.OnEnable(); if (!MLEyes.Start()) { Debug.LogError("Error WorldRaycastEyes starting MLEyes, disabling script."); enabled = false; return; } }
// Start is called before the first frame update void Start() { MLEyes.Start(); // MLInput.OnControllerButtonDown += HandleOnButtonDown; conf.text = ""; rowData.Add("This spreadsheet displays the fixation point vector and time when the eye position was recorded."); rowData.Add("Date and Time, x-position, y-position, z-position"); }
/// <summary> /// Unregister listeners. /// </summary> private void OnDestroy() { // Unregister Listeners. MLEyes.OnFixationDepthViolationOccurred -= HandleOnFixationViolationOccurred; MLEyes.OnFixationDepthViolationCleared -= HandleOnFixationViolationCleared; if (MLEyes.IsStarted) { MLEyes.Stop(); } }
//----------- MonoBehaviour Methods ----------- private void Start() { _camera = Camera.main; MLResult result = MLEyes.Start(); if (!result.IsOk) { Debug.LogError("Error starting MLEyes, disabling script."); enabled = false; return; } }
private Vector3 _heading; // Where the user looking. void Start() { MLEyes.Start(); // Start eye tracking. MLInput.Start(); // Start input controller. MLInput.OnTriggerDown += HandleOnTriggerDown; // Get trigger down event. meshRenderer = gameObject.GetComponent <MeshRenderer>(); // Get the game object. PNConfiguration pnConfiguration = new PNConfiguration(); // Start PubNub pnConfiguration.PublishKey = "pub-c-bb13912e-7007-46ce-a954-74fe4c6cb131"; // YOUR PUBLISH KEY HERE. pnConfiguration.SubscribeKey = "sub-c-e14cda48-b857-11e8-b27d-1678d61e8f93"; // YOUR SUBSCRIBE KEY HERE. pubnub = new PubNub(pnConfiguration); pn_uuid = pnConfiguration.UUID; // Get the UUID of the PubNub client. pubnub.Subscribe() .Channels(new List <string>() { meshRenderer.name // Subscribe to the channel for the game object. }) .Execute(); pubnub.SusbcribeCallback += (sender, e) => { SusbcribeEventEventArgs message = e as SusbcribeEventEventArgs; if (message.Status != null) { switch (message.Status.Category) { case PNStatusCategory.PNUnexpectedDisconnectCategory: case PNStatusCategory.PNTimeoutCategory: pubnub.Reconnect(); break; } } if (message.MessageResult != null) { // Does the message equal the UUID for this client? if (message.MessageResult.Payload.ToString() == pn_uuid) // Message and client UUID are the same. { meshRenderer.material = OwnedMaterial; // The user owns the game object, change material to OwnedMaterial to show. looking = false; owned = true; } else // Message and client UUID are NOT the same. { if (owned) // Only need to change color if the user owns the game object. { meshRenderer.material = NonFocusedMaterial; // Another user has taken the game object, change material to NonFocusedMaterial to show.. owned = false; } } } }; }
void Start() { MLEyes.Start(); //transform.position = Camera.transform.position + Camera.transform.forward * 2.0f; // Get the meshRenderer component _meshRenderer = gameObject.GetComponent <MeshRenderer>(); hitTime = 0.0f; AdTime = 0.0f; AdVisible = false; mask = LayerMask.GetMask("HitPlane"); }
/// <summary> // Starts up MLEyes /// </summary> public static MLResult Start() { #if PLATFORM_LUMIN _result = MLEyes.Start(); if (!_result.IsOk) { Debug.LogErrorFormat("Error: MLEyesStarterKit failed starting MLEyes. Reason: {0}", _result); } #endif return(_result); }
void OnEnable() { //Debug.Log("Firebase script enabled"); MLEyes.Start(); //Get the current session and set CurrentSessionLocal. This is done here in enable to avoid doing it over and over again in update. Less expensive. EndSession EndSessionScript = EntireScene.GetComponent <EndSession>(); CurrentSessionLocal = EndSessionScript.selectedSession; //New. We remove newOrgio from the UFO's position. This is so that it moves accordingly to origo. This is so that all three 'systems' eye/head and now target, all uses origo as a base. newOrgio = TargetPatternSphere.transform.position; //The FixationConfidence could be set somewhere else. Right now it is being set and overwritten three times. user.FixationConfidence = MLEyes.FixationConfidence; }
void Start() { MLEyes.Start(); camera = GameObject.FindWithTag("MainCamera"); transform.position = camera.transform.position + camera.transform.forward * 5.0f; eyes = new string[2]; LogToFileHelper logger = new LogToFileHelper(); scn = SceneManager.GetActiveScene(); sceneName = scn.name; //establishing logger for storing interactions locally as a backup StartCoroutine(logger.LogToFileStringArray("log_eye.json", eyes)); //creating new session StartCoroutine(consoler.NewSession("http://" + LoggingConfig.ip_address + ":" + LoggingConfig.port + "/ext/" + LoggingConfig.api_key + "/new_session")); }
private void Awake() { _telekinesis = EyeGaze.GetComponent <TelekinesisController>(); _gazeRay = EyeGaze.GetComponent <LineRenderer>(); _gazeBall = EyeGaze.GetComponentInChildren <MeshRenderer>(); if (!MagicLeapDevice.IsReady()) { Debug.LogWarning("Disabling MagicBubbles.Scripts.EyeTracking because MagicLeapDevice wasn't ready."); return; } MLEyes.Start(); if (!MLEyes.IsStarted) { Debug.LogWarning("Disabling MagicBubbles.Scripts.EyeTracking because MLEyes didn't start."); } }
void Start() { MLEyes.Start(); //set the empty gameobject where the line is attached to the camera's position. transform.position = Camera.transform.position; //"Camera.transform.forward" Returns the direction of current headpose. lineRendererHead = gameObject.AddComponent <LineRenderer>(); lineRendererHead.material = lineColorHead; lineRendererHead.positionCount = positionsHead.Length; lineRendererHead.startWidth = 0.05f; lineRendererHead.endWidth = 0.05f; GetComponent <LineRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; lineRendererHead.receiveShadows = false; lineRendererHead.allowOcclusionWhenDynamic = false; //lineRendererHead.useWorldSpace = false; }
// Use this for initialization void Start() { var mapper = FindObjectOfType <MLSpatialMapper>(); mapper.RefreshAllMeshes(); if (!MLEyes.IsStarted) { MLEyes.Start(); } if (!MLInput.IsStarted) { MLInput.Start(); } MLInput.OnControllerButtonDown += OnButtonDown; var gen = ActiveGenerator; DisableOtherGenerators(gen); gen.InitializeGenerator(MainLocator); }
private void OnDisable() { MLEyes.Stop(); }
// Stop tracking. void OnDestroy() { MLEyes.Stop(); }
// Start eye tracking. void Start() { MLEyes.Start(); meshRenderer = gameObject.GetComponent <MeshRenderer>(); }
void OnDestroy() // Stop eye tracking and inputs. { MLEyes.Stop(); MLInput.OnTriggerDown -= HandleOnTriggerDown; MLInput.Stop(); }
// Start is called before the first frame update void Start() { MLEyes.Start(); }
public override void Awake() { base.Awake(); startResult = MLEyes.Start(); }
//Init: private void Awake() { MLEyes.Start(); }
/// <summary> /// Cleans up the component. /// </summary> override protected void OnDisable() { MLEyes.Stop(); base.OnDisable(); }
void OnDestroy() { MLEyes.Stop(); // MLInput.OnControllerButtonDown -= HandleOnButtonDown; }
private void Start() { MLEyes.Start(); transform.position = Camera.transform.position + Camera.transform.forward * 2.0f; }