HTC VIVE Pro Eye Development Guide
This page will give you a step-by-step walkthrough on how to set up your HTC VIVE Pro 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.
With VIVE Pro Eye, developers are now able to create more immersive experiences using precision eye tracking and foveated rendering. The headset features 120Hz tracking and 0.5°–1.1° accuracy for amazing eye tracking performance and is the preferred VR headset for NVIDIA Variable Rate Shading (VRS).
HTC VIVE Sense SDK gives access to the eye tracking capabilities of VIVE Pro Eye through Unity and Unreal plugins as well as from native C. The Tobii XR SDK supports the VIVE Sense SDK. All use cases and source code samples are compatible with the SRanipal APIs as well as Tobii APIs. Find out more about VIVE Sense SDK here.
Table of Contents
Step 1: Set up your headset
Follow the VIVE Pro Eye Setup guide.
Step 2: Calibrate for your eyes
The VIVE Pro Eye Setup guide will automatically start the calibration at the end of the setup flow.
If you need to re-calibrate or if you switch users, you can always open the calibration tool from the SteamVR dashboard.
Step 3: Download and Import the VIVE SRanipal SDK
Download the VIVE SRanipal SDK and import the .unitypackage into your Unity project.
Make sure the VIVE Sranipal SDK works before going to the next step.
The tray icon eyes turn green when eye tracking is active, this should happen when your Unity application is running.
Step 4: Import the Tobii XR SDK
Download the Tobii XR SDK for Unity and import it into your Unity project.
Remember to enable VR support in 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: Add the
TobiiXR Initializer prefab to your scene
The prefab can be found in the Prefabs folder.
TobiiXR_Initializer script attached to the prefab calls
TobiiXR.Start() to initialize the the Tobii XR SDK.
Step 6: 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 VIVE provider is at the top of the Eye Tracking Providers list.
Enable the Support VIVE Pro Eye option.
Read more about the providers and other settings in the Tobii XR Settings page.
Step 7: Create a cube and place it somewhere in the scene
Step 8: Add the
HighlightAtGaze script to the cube
HighlightAtGaze component implements the
IGazeFocusable interface, which will be called whenever the object receives or loses focus.
Step 9: Run the scene
By pressing play, you can now highlight the cube by looking at it.
If you want, you can add more objects that react to gaze to the scene in order to test and play around.
If you want to build your solution, make sure to build it for 64 bit.
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.