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IsEyeCalibrationValid always returns true even there is no valid eye calibration #10887

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BowenBZ opened this issue Aug 17, 2022 · 2 comments
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External This is an issue with, or behavior of a component / tool external to MRTK Input - Eye Tracking

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@BowenBZ
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BowenBZ commented Aug 17, 2022

Overview

In the MRTK 2.8.2, the CoreServices.InputSystem.EyeGazeProvider.IsEyeCalibrationValid always returns true even there is no valid eye calibration

Expected behavior

When there is no eye calibration, the CoreServices.InputSystem.EyeGazeProvider.IsEyeCalibrationValid should return false

Actual behavior

When there is no eye calibration, the CoreServices.InputSystem.EyeGazeProvider.IsEyeCalibrationValid returns true

Steps to reproduce

  1. In HoloLens Settings, go to Privacy -> Eye tracker -> Clear all eye calibration data
  2. Take off HoloLens and wear it again
  3. Open the Unity app which needs to use gaze data
  4. Click Cancel in the prompt of “Let’s adjust HoloLens for your eyes” to decline the eye calibration
  5. The value of flag CoreServices.InputSystem.EyeGazeProvider.IsEyeCalibrationValid always return true

Unity editor version

2021.3.1f1

Mixed Reality Toolkit release version

2.8.2

@MaxWang-MS MaxWang-MS added the External This is an issue with, or behavior of a component / tool external to MRTK label Aug 18, 2022
@MaxWang-MS
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After some investigation we determined that there is a gap in the OpenXR API as "IsEyeCalibrationValid" is not part of the OpenXR specification right now. Thus, we currently cannot retrieve this information through OpenXR. The OpenXR team has been made aware of this and we are looking into possible solutions.

@keveleigh
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Will be fixed in 2.8.3 via #11269 across both Windows XR Plugin and OpenXR

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Labels
External This is an issue with, or behavior of a component / tool external to MRTK Input - Eye Tracking
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