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Test gaze master inputs #22

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okawo80085 opened this issue Jun 27, 2022 · 4 comments
Open

Test gaze master inputs #22

okawo80085 opened this issue Jun 27, 2022 · 4 comments
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must have This HAS to be resolved in the next release

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@okawo80085
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okawo80085 commented Jun 27, 2022

We need gaze master tested, imo VRChat is the most popular choice now (they added eye tracking to avatars through their new API), for us to use gaze master with VRChat we'll need a new plugin for that, shouldn't be too complicated... hopefully...

@okawo80085 okawo80085 added the must have This HAS to be resolved in the next release label Jun 27, 2022
@okawo80085 okawo80085 moved this from Todo to In Progress in @okawo80085's driver madness 7th edition Jun 30, 2022
@okawo80085
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@SimLeek check out VRChat's docs on the new API they use:
https://docs.vrchat.com/docs/osc-overview

@SimLeek
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SimLeek commented Jun 30, 2022

The actual protocol, I think: https://protocol.vmc.info/english

After reading the VRChat site a bit, I don't think they actually have any standards for communicating to the avatars, and the avatars will just accept whatever data you program them to accept.

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SimLeek commented Jul 18, 2022

@okawo80085 Is this done? We have some standard OSE paths set up, a python lib for testing them, should have a vrchat model for using them soon?, and the gazemaster plugin actually just has to get eye info from hardware and send it to OSE, without necessarily interacting with steamvr at all.

@okawo80085
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This is technically done, but only with the default gaze master plugin we ship as an example, ideally i want to keep this open until we get the VRC plugin running, but at this point its not in the way of our current release.

@okawo80085 okawo80085 moved this from In Progress to Optional in @okawo80085's driver madness 7th edition Jul 21, 2022
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must have This HAS to be resolved in the next release
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Status: Optional (not blocking, but nice to have)
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