From da8c8005e742d97bcbcffe682a95a63aa6c42e4d Mon Sep 17 00:00:00 2001 From: Jason Date: Fri, 31 Aug 2018 16:28:53 +0900 Subject: [PATCH] typo fix --- UNITY_README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/UNITY_README.md b/UNITY_README.md index 335e370..5ed8a71 100644 --- a/UNITY_README.md +++ b/UNITY_README.md @@ -8,7 +8,7 @@ Unity and 5-Point Calibration: 1) Start Unity and import the asset package provided in the repository. 2) navigate to Assets -> Scripts -> eyecontrol.cs. Edit the "coordinateFile" variable to be the same as the "folderPath" you specified in c++. 3) Run the Unity interface with VR enabled for the HTC Vive. You should now see a set of instructions and a texture from a camera pointing toward your 3D registered eye ball spheres. Rays will be extending from the eyeball centers in a random direction. - * Note: This is currently only build for the HTC Vive, but you can replace the camera system and its heirarchy with any other VR device if desired. + * Note: This is currently only built for the HTC Vive, but you can replace the camera system and its heirarchy with any other VR device if desired. 4) Allow a few seconds to ensure the 3D eye model is stable on the c++ side. 5) Press the 'c' key on your keyboard. You will now see a red cube at screen center. While looking at this cube, press the c key again. Repeat this process for the 4x remaining cubes. (center->up->right->down->left->calibration finished.) 6) The transparent red and green dots should now represent normalized lines of your eye-gaze vectors. A solid blue dot in the center represents the 3D midpoint of these two spheres. The rays will be visible on the camera texture in front of you.