Pico Neo 2 Eye Development Guide
This page will give you a step-by-step walkthrough on how to set up your Pico Neo 2 Eye and how to create a simple scene in Unity using the Tobii XR SDK.
In the finished scene, you will be able to highlight game objects by looking at them.
For a Chinese Getting Started, see PDF.
Table of Contents
Step 1: Set up your headset
Follow the built-in first time setup guide for your headset.
Step 2: Calibrate for your eyes
Make sure to calibrate the eye tracking using the built-in calibration.
Step 3: Download and import the PicoVR Unity SDK
- Download the PicoVR Unity SDK and import it into your Unity project.
We support PicoVR Unity SDK v2.8.6 or later.
- Make sure the PicoVR SDK works and that you can build and deploy for Android before going to the next step. Follow the PicoVR Unity SDK instructions here.
You should now be able to access live eye tracking data via the PicoVR Unity SDK.
Step 4: Import the Tobii XR SDK
Download the Tobii XR SDK for Unity and import it into your Unity project.
We support Unity 2018.2.5f1 or later.
If you have an older version of the Tobii XR SDK, remember to remove it before importing the new version to avoid conflicts.
Step 5: Select Android as the target platform
Open the Build Settings window and make sure you have switched and selected Android as the target platform.
Step 6: Set up your Player Settings
Go to Player Settings > Other Settings > Configuration
- Change the scripting backend to IL2CPP.
- Make sure the ARM64 target architecture box is checked.
Step 7: Set up your scene
- Create a new scene and add the
This prefab can be found in PicoMobileSDK > Pvr_UnitySDK > Prefabs.
Remove the Main Camera game object from your scene.
Enable the Eye Tracking option in the
Pvr_UnitySdkEyeManagerscript which is attached to the Head of the Pvr_UnitySDK prefab.
- (Optional) Enable the Foveated Rendering option for better performance.
Step 8: Add the
TobiiXR Initializer prefab to your scene
The prefab can be found in TobiiXR > Prefabs.
TobiiXR_Initializer script attached to the prefab calls
TobiiXR.Start() to initialize the the Tobii XR SDK.
Step 9: Configure the Tobii XR SDK
To configure the Tobii XR SDK, edit the fields of the
TobiiXR Initializer prefab in your scene.
Make sure the PicoVR provider is at the top of the Android Eye Tracking Providers list.
Enable the Support Pico option in the Android Player Settings.
Make sure Android is selected in the target build window to view these settings for the
If you want to change providers when running locally in the editor, you have to select Windows as the target build.
Read more about the providers and other settings in the Tobii XR Settings page.
Step 10: Create two cubes and place them in front of the camera
Step 11: Drag the
HighlightAtGaze script to the cubes
The script can be found in TobiiXR > Examples > Utilities.
HighlightAtGaze component implements the
IGazeFocusable interface, which will be called whenever the object receives or loses focus.
Step 12: Build the application
Build the application and deploy it to your Pico Neo 2 Eye headset.
You can test the application locally in your Unity Editor, but make sure to put the Mouse Provider at the top of the Standalone Eye Tracking Provider list to be able to test it without a headset.
Congratulations! You’re now up and running with the Tobii XR SDK for Unity and can start developing with eye tracking in VR.
- Check out our Showcases section for demos and prototypes.
- Check out the Documentation page, or try out our Unity Examples.
- Read more about Interaction Design, Eye Behavior, Analytics, Foveation or Tobii Technology.