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eyetracking

eisclimber edited this page Apr 4, 2026 · 2 revisions

ExPresSXR.Experimentation.EyeTracking Namespace

Summary

Classes for eye tracking support.

Classes

Name Description
AreaOfInterest Represents an area of interest that can be a target of an AreaOfInteresRay. Has an ID for identification. Requires a 'Collider'-Component.
AreaOfInterestBouncer This component acts as an indicator if an AOI ray should bounce
from this component instead and ensures the correct configuration for AOI
AreaOfInterestRay Casts a ray that can be used to detect 'AreaOfInterests'-Components, mostly used for EyeTracking but can be done with arbitrary Position- and Rotation-InputActions.

Supports bouncing (e.g. with Mirrors). The number of bounces is determined by '_numAOIBounces'. For objects to bounce they must be in the 'AreaOfInterestBouncer'-Layer and have an 'AreaOfInterestRayBouncer'-Component attached to them.| |BlendIndices2D|Allows combines four blend shape indices to use with vectors with normalized axis between -1.0f and 1.0f.| |IKEyeBlinker|Animates the blend shapes of a SkinnedMeshRenderer to make the eyes blink. One can either use the openness values from eye-tracking or random intervals.

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.| |IKEyeDirections|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.| |IKLegs|Simple IK controller to place the bodies feet on the floor.|

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