Comments (1)
Hi @bastianilso, sorry for the delay.
One option would be to deactivate the Gaze Visualizer in Unity and screencast to Pupil Capture https://github.com/pupil-labs/hmd-eyes/blob/master/docs/Developer.md#screencast. This would also allow to record at the same time. Be aware that this approach is quite heavy on the CPU and might be overkill for your usecase.
Instead you could setup an additional camera (similar to the screencast setup) and only render the marker inside the extra camera but not in the VR camera. This can be done by assigning a layer to the marker and exclude this layer from the VR cam.
Hope this helps (if still relevant).
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Related Issues (20)
- Hololens support on V1.2 HOT 1
- VR add-on for Vive pro cannot be recognized after opening Pupil capture HOT 4
- Receive pupil data from both eyes simultaneously HOT 3
- Accessing gaze data before calibration finishes HOT 1
- NullReferenceException Error with Connection? HOT 2
- Multiple ellipse data for one frame in pupil.pldata HOT 1
- What is the best calibration practice? HOT 2
- Would you consider refactoring as a custom package? HOT 2
- Support for OpenXR eye_gaze_interaction extension on Linux and Windows? HOT 3
- IL2CPP build connection error HOT 1
- Alpha: FormatterNotRegisteredException HOT 2
- alpha - Use color to indicate when the gaze estimate marker is not being updated. HOT 1
- "Diameter" Values HOT 3
- Camera Sensor Dimensions and Specifications
- Alpha/Beta: In gazeVisualizer.cs, updating marker position to hit.point is a misleading representation of gaze accuracy. HOT 3
- README - Fix links to docs.pupil-labs.com HOT 1
- Start File Sources in Capture via notification HOT 17
- HMD_Calibration(_3D) does not drop low-confidence samples HOT 2
- Live recording HOT 1
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