Lowering calibration time

Forum for development eye controlled Unity 3D applications

Lowering calibration time

Postby mbajema » 15 Apr 2016, 21:27

What options do I have for lowering the calibration time? I'm making a game for an exhibit that has a high volume of users. I would like to cut back on waiting time in line.
mbajema
 
Posts: 5
Joined: 18 Dec 2015, 03:21

Re: Lowering calibration time

Postby Anders » 21 Apr 2016, 11:02

Without knowledge of you implementation, it is impossible to answer your question. Please supply information about the following:

Have you implemented your own calibration script?

Are you using a calibration script from one of the open source examples?

Have you looked through the code of the calibration script?
Anders
 
Posts: 124
Joined: 29 Oct 2013, 16:23

Re: Lowering calibration time

Postby mbajema » 22 Apr 2016, 05:24

I have used the Aircraft unity example on Mac
mbajema
 
Posts: 5
Joined: 18 Dec 2015, 03:21

Re: Lowering calibration time

Postby Anders » 29 Apr 2016, 14:50

You should have a look at the calibration script and change the timings of the Invoke(...) calls to fit your needs. Bear in mind that doing so will affect the successrate of the calibration process.

Also, please remember that doing commercial software with the EyeTribe Dev Kit is in breach of the license agreement that comes with the kit.
Anders
 
Posts: 124
Joined: 29 Oct 2013, 16:23

Re: Lowering calibration time

Postby mbajema » 29 Apr 2016, 23:22

So the number in the Invoke(...) calls changes the delay between points?

I have already talked with others at your company about this use case for approval.
mbajema
 
Posts: 5
Joined: 18 Dec 2015, 03:21


Return to Unity



cron