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…
Why it is tricky to use a VR Reticle as an input mechanism
As long as we don’t know where each individual eye is looking, a reticle may appear to be in two places at once, or one view of the reticle may be suppressed. In some cases this may be acceptable, when the user has the option to close one eye of their choice and position 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…
Struggling with a serialization error?!?
For some reason, I can run my current Unity spike on the laptop, but not on the phone. I finally managed to find some indication of what might be going wrong by attaching the debug process to the phone (having built a development version with script debugging) and restarting the app. Conclusion : Assemblies break…
A quick note on Unit Testing in Unity
The Unity/VR learning curve hadn’t left me space to tackle unit testing until now. Well, it had, but my initial encounter was so bad that I decided to leave it until I had a little more time to look again. Well, at the moment I’m building out the basic structures for handling a more fluid…
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…
Keypress Cheatsheet for Using EyeSkills
Here is a PDF cheatsheet containing some of the keypresses you need for controlling the EyeSkills environments!
Aniseikonia Control
Some quick notes. Aniseikonia is basically when one eye sees the world at a different scale to the other. You can start the scene in EyeSkills, but you need a bluetooth keyboard attached. The keys “awdx” are mapped to “left, up,right,down” respectively. Press and hold either left or right for 3 seconds, then release. This…
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…]…