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- ARETT requires the Mixed Reality Toolkit (tested version: v2.8.3) to support eye tracking on the Microsoft HoloLens 2. Therefore, add the MRTK to the project and configure it for the HoloLens 2 before adding ARETT.
Note: The MRTK is only needed for data access on the HoloLens 2. If a custom data access layer is being used ARETT can be added without MRTK. However, this might require some modifications to the default prefab.
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Afterwards, add the scripts for ARETT to the project, either by downloading all files from git and copying them into the Assets folder of the project, or by adding it to your git repository with
git submodule
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You can now add eye tracking capabilities to a scene by using the eye tracking prefab.
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When ARETT is added the first time, the configuration should be checked using the configuration in the eye tracking prefab. Most important is the layer setup for both the project in general as well as the main camera.
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The control interface is accessible per default over HTTP on port 8080. For example when running in the Unity Editor it can be accessed at http://127.0.0.1:8080/. When running on a device the IP address has to be changed to the address of the device.
An overview of the control interface offered by the toolkit can be found here.
Documentation of the columns in the log format generated by the data logger can be found here.
The typical integration of ARETT into a scene is done by adding the preconfigured eye tracking prefab. The prefab as well as all components of ARETT are explained in the prefab documentation.
ARETT makes use of multiple Unity layers to separate the different functionalities. An overview and explanation of the default layer configuration can be found under layers.