Notes on Unity Animation

This wasn’t a bad starting point : https://www.youtube.com/watch?v=vPgS6RsLIjk It’s important to remember, when you’ve created a sprite, that you need to add a SpriteSkin. Sometimes it fails to automatically detect the bones in your sprite, but so far, that’s been simple to solve by making a few minor changes to the sprite, reapplying, and then the…

Tales From the Trenches – Upgrading Unity 2018 to 2019. Where’d the TrackedPoseDriver go?!?

I decided it was time to move onto the 2019 version of Unity. I tried upgrading the project automatically and was immediately met with a compile error : “The type or namespace name ‘SpatialTracking’ does not exist in the namespace ‘UnityEngine’ (are you missing an assembly reference?)”. This in turn meant that the TrackedPoseDriver wasn’t…

An alternative binocular suppression scene for exploring alternating strabismus

This is an example for how you can build dynamic assets in the EyeSkills Framework. The idea: The code walk-through: If you have alternating strabismus and want to play with this, take the “development” branch from the eyeskills git repository and report/describe your findings as carefully as you can. I’ve added an .apk for self-install…

Modifying the Binocular Suppression scene for alternating strabismus

A quick look at how to add new conflict backgrounds, and how and where data elements like the suppression ratio are stored. This is particularly relevant for people exploring alternating strabismus. The original .svg mentioned in the video is here : https://cloud.eyeskills.org/s/eJXb2p7ky3ffmrs Enjoy!  

Issues with git submodules

So, the EyeSkillsCommunity app has the EyeSkillsFramework as a submodule in Assets/EyeSkills/Framework. When you first check out the submodule it is in a “detached state” which means that changes can’t be resubmitted. The Hackaround I found is to make changes, commit them (remember the commit id) then : git checkout master git pull git@gitlab.eyeskills.org:community/EyeSkillsFramework.git [5……4092ef…]…