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IK Eye Directions
eisclimber edited this page Jan 18, 2024
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class in ExPresSXR.Experimentation.EyeTracking
Component added via Component Menu
Animates the blend shapes of a SkinnedMeshRenderer to make the look in a direction using eye-tracking values.
The SkinnedMeshRenderer must have the proper blendshapes set up for this to work.
To get the blendshapes' index, find it in the editor. Right-click and Copy the 'Property Path'. Paste it somewhere and use the number in the short string as index.
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InputActionReference _leftEyeDirRef
: InputActionReference to the provider of the left eye's rotation. Should be a Quaternion. -
InputActionReference _rightEyeDirRef
: InputActionReference to the provider of the right eye's rotation. Should be a Quaternion. -
BlendIndices2D _leftEyeDirIdxs
: BlendShape indices for the left eye. Right-click on the BlendShape and copy it's property-path to get it's idx. For Microsoft-Rocketboxcharacters: 31, 25, 29, 27 -
BlendIndices2D _rightEyeDirIdxs
: BlendShape indices for the right eye. Right-click on the BlendShape and copy it's property-path to get it's idx. For Microsoft-Rocketbox characters: 32, 26, 28, 30 -
SkinnedMeshRenderer _meshRenderer
: SkinnedMeshRenderer for which the BlendSpace Indices (and thus the morphing) are applied. Will be found automatically in the children if not provided.
Autor: Luca 'eisclimber' Dreiling; License: MIT
- Getting Started
- Development and Contribution
- Misc
- Experimentation
- Data Gatherering
- Eye Tracking
- ExPresS XR Rig
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- Button Quiz
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- Exit Game Interactable (Script Deprecated)
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