How do you detect the user’s gaze (raycast?) from Unity?
It seems that in the MR PolySpatial example we are using just camera transform forward as raycast direction, which is not necessarily same as the user’s gaze direction
How do you detect the user’s gaze (raycast?) from Unity?
It seems that in the MR PolySpatial example we are using just camera transform forward as raycast direction, which is not necessarily same as the user’s gaze direction
Hi @ina –
For privacy reasons, visionOS does not allow Unity or any other software stack to directly access the user’s gaze.
Given the wide range of capabilities-related questions you’ve been asking in various Discussion threads here, I think it’d be well worth your time to exhaustively read both Apple’s documentation and Unity’s documentation to better understand the capabilities and restrictions of this environment.
Hope those resources are helpful!
–Tim
is there specific documentation on the restrictions on the vision pro?
selection seems to happen from the gaze - so i had thought it could be something like just an input axis cursor from unity