96 lines
3.4 KiB
C#
96 lines
3.4 KiB
C#
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using System.Collections.Generic;
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using UnityEngine.InputSystem;
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namespace UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets
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{
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/// <summary>
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/// Manages input fallback for <see cref="XRGazeInteractor"/> when eye tracking is not available.
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/// </summary>
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public class GazeInputManager : MonoBehaviour
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{
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// This is the name of the layout that is registered by EyeGazeInteraction in the OpenXR Plugin package
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const string k_EyeGazeLayoutName = "EyeGaze";
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[SerializeField]
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[Tooltip("Enable fallback to head tracking if eye tracking is unavailable.")]
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bool m_FallbackIfEyeTrackingUnavailable = true;
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/// <summary>
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/// Enable fallback to head tracking if eye tracking is unavailable.
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/// </summary>
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public bool fallbackIfEyeTrackingUnavailable
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{
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get => m_FallbackIfEyeTrackingUnavailable;
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set => m_FallbackIfEyeTrackingUnavailable = value;
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}
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bool m_EyeTrackingDeviceFound;
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Awake()
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{
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// Check if we have eye tracking support
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var inputDeviceList = new List<InputDevice>();
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InputDevices.GetDevicesWithCharacteristics(InputDeviceCharacteristics.EyeTracking, inputDeviceList);
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if (inputDeviceList.Count > 0)
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{
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Debug.Log("Eye tracking device found!", this);
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m_EyeTrackingDeviceFound = true;
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return;
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}
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foreach (var device in InputSystem.InputSystem.devices)
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{
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if (device.layout == k_EyeGazeLayoutName)
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{
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Debug.Log("Eye gaze device found!", this);
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m_EyeTrackingDeviceFound = true;
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return;
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}
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}
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Debug.LogWarning($"Could not find a device that supports eye tracking on Awake. {this} has subscribed to device connected events and will activate the GameObject when an eye tracking device is connected.", this);
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InputDevices.deviceConnected += OnDeviceConnected;
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InputSystem.InputSystem.onDeviceChange += OnDeviceChange;
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gameObject.SetActive(m_FallbackIfEyeTrackingUnavailable);
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnDestroy()
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{
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InputDevices.deviceConnected -= OnDeviceConnected;
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InputSystem.InputSystem.onDeviceChange -= OnDeviceChange;
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}
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void OnDeviceConnected(InputDevice inputDevice)
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{
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if (m_EyeTrackingDeviceFound || !inputDevice.characteristics.HasFlag(InputDeviceCharacteristics.EyeTracking))
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return;
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Debug.Log("Eye tracking device found!", this);
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m_EyeTrackingDeviceFound = true;
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gameObject.SetActive(true);
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}
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void OnDeviceChange(InputSystem.InputDevice device, InputDeviceChange change)
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{
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if (m_EyeTrackingDeviceFound || change != InputDeviceChange.Added)
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return;
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if (device.layout == k_EyeGazeLayoutName)
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{
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Debug.Log("Eye gaze device found!", this);
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m_EyeTrackingDeviceFound = true;
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gameObject.SetActive(true);
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}
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}
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}
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}
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