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Individual Eye Tracking using Unity OpenXR Plugin #15

Description

@seattleandrew

We have a customer that is unable to get individual eye tracking data using XR_ANDROID_eye_tracking xrGetFineTrackingEyesInfoANDROID through the Unity Open XR plugin on a Samsung Galaxy XR device.

In specific we are looking for API support to get:

  1.        Individual eye position (instead of combined)
    
  2.        Eye openness / blink detection
    
  3.        Relative timestamp for each eye-tracking reading
    

Qualcomm has stated that individual eye tracking is supported, but the Open XR library does not seem to allow it. Additional details from Qualcomm:
Data Availability
• Gaze Direction: Supported via Tobii’s eye tracking algorithm.
• Confidence Level / Validity Flag: Available through Tobii API.
• Eye Openness / Blink Indicator: Supported.
• Pupil Dilation: Internally tracked but not currently exposed. This would require a new API extension. Please let us know if you’d prefer this via Unity or OpenXR.
• Relative Timestamp: Provided for each eye-tracking data sample.
• Headset Position Feedback: Accessible globally or per eye through OpenXR APIs.

Technical Notes
• For fine-grained eye pose info, the XR_ANDROID_eye_tracking extension provides xrGetFineTrackingEyesInfoANDROID at the OpenXR layer.
• Display refresh rates can be adjusted using XR_FB_display_refresh_rate.
• Eye tracking performance depends on camera frame rates and synchronization:
o Camera Modes:
• Quarter resolution: 200×200 @ 60fps or 90fps
• Full resolution: 400×400 @ 60fps or 90fps
o Synchronization:
• Hardware sync tolerance: <1µsec
• Software sync tolerance: <10µsec
• For optimal results and smooth gaze-driven interactions, camera frame rates near 90Hz, synchronized with display refresh cycles, are strongly recommended. Lower rates (e.g., 60Hz) can introduce latency and affect user experience.

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