private void Start() { EyetrackingManager _eyetrackingManager = EyetrackingManager.Instance; _hmdTransform = EyetrackingManager.Instance.GetHmdTransform(); _isRunning = false; }
void Start() { SceneManager.sceneLoaded += OnSceneLoaded; _recordedEyeTrackingData = new List <EyeTrackingDataFrame>(); _eyetrackingManager = EyetrackingManager.Instance; _sampleRate = _eyetrackingManager.GetSampleRate(); _hmdTransform = _eyetrackingManager.GetHmdTransform(); }
private void Awake() { SceneManager.sceneLoaded += OnSceneLoaded; _sampleRate = 1f / SetSampleRate; //singleton pattern a la Unity if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); //the Eyetracking Manager should be persitent by changing the scenes maybe change it on the the fly } else { Destroy(gameObject); } // I do not like this: we still needs tags to find that out. }
// 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); }