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AdHawk Eye Tracking Quest2 SDK + Examples

AdHawk Microsystems template project for our Unity Quest 2 Eyetracking development kit

A more detailed walkthrough can be found in the getting started pdf guide. If you are experienced using Unity this readme should be sufficient.

This project is designed to run on a computer running Windows 64bit with a discrete GPU that supports running VR applications on the Quest 2 Headset.


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Requirements

  1. We recommend you install Unity Hub
  2. Make sure to install Unity version 2021.1.21f1 with Windows Build Support. You can find this version of unity:
  3. The project should have all package manager dependencies setup appropriately. When opening the project for the first time Unity may grab the requirements automatically.

Getting Started

The first thing you should do upon setting up your project is to run a build and try it out on the Quest 2 Headset while the headset is in Oculus Link Mode.

There are three main recommended scenes that should be added to build-settings in this index order:

  1. Intro Scene
    • This scene should be modified with some intro and acts as a general "Press any button to start". This should allow the local backend eyetracking communication server to connect to the headset and start communicating with the application
  2. Calibration Scene
    • As a rule of thumb, each time someone puts on the headset, you should run a calibration. Moving the headset too much—such as taking it off and putting it on—will change the position of the eye tracker relative to the eyes. When this happens, a calibration will fix things up.
  3. Your App Here
    • This is where you shine. But keep in mind that there should likely be a way to explicitly trigger a calibration within the application in case eye tracking isn't great. By allowing the user to calibration from any point in your application, you allow them to retain their progress.

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