/VRCPimaxEyeTracker

A VRChat plugin supporting VRCSDK3 avatar eye tracking using the 7invensun Droolon Pi1 eye tracker designed for Pimax headsets.

Primary LanguageC#MIT LicenseMIT

VRCPimaxEyeTracker

VRCPimaxEyeTracker is a VRChat plugin supporting VRCSDK3 avatar eye tracking using the 7invensun Droolon Pi1 eye tracker designed for Pimax headsets.

⚠️ This documentation is a work in progress and may change over time.

Installation

⚠️ USE THIS PLUGIN AT YOUR OWN RISK!

Modifying the VRChat client is a breach of VRChat's Terms of Service and can result in temporary or permanent account suspension. Any authors or contributers of this plugin will not be held responsible for suspended accounts, privacy breaches, etc.

⚠️ Ensure that the aSeeVR Runtime software is installed (typically installed via PiTool) and running, and that your Droolon Pi1 eye tracker is correctly installed and calibrated using the aSeeVR calibration utility before using this plugin.

  1. Download and install MelonLoader (requires 0.3.0 or higher).
  2. Download VRCPimaxEyeTracker.
  3. Copy VRCPimaxEyeTracker.dll to the Mods folder located in your VRChat installation folder.

Supported Parameters

Name Eye Type Value / Range Description
UseEyeTracker - Bool False, True When set to true by the user via the quick menu or an animator, hardware eye tracking will be enabled.
LeftEyeBlink Left Bool False, True Returns true when the user's left eye is closed.
RightEyeBlink Right Bool False, True Returns true when the user's right eye is closed.
LeftEyeLid Left Float 0.0 ~ 1.0 Returns 0.0 when the user's left eye is fully closed and 1.0 when fully open.
RightEyeLid Right Float 0.0 ~ 1.0 Returns 0.0 when the user's right eye is fully closed and 1.0 when fully open.
LeftEyeX Left Float -1.0 ~ 1.0 Returns -1.0 when the user's left eye is looking to the left, 0.0 when looking forward and 1.0 when looking to the right.
RightEyeX Right Float -1.0 ~ 1.0 Returns -1.0 when the user's right eye is looking to the left, 0.0 when looking forward and 1.0 when looking to the right.
LeftEyeY Left Float -1.0 ~ 1.0 Returns -1.0 when the user's left eye is looking down, 0.0 when looking forward and 1.0 when looking up.
RightEyeY Right Float -1.0 ~ 1.0 Returns -1.0 when the user's right eye is looking down, 0.0 when looking forward and 1.0 when looking up.
EyesX Left / Right Float -1.0 ~ 1.0 Returns -1.0 when the user's left or right eye is looking to the left, 0.0 when looking forward and 1.0 when looking to the right.
EyesY Left / Right Float -1.0 ~ 1.0 Returns -1.0 when the user's left or right eye is looking down, 0.0 when looking forward and 1.0 when looking up.

Avatar Creation

Blend Shapes

Name Preview
Eyes Blink Eyes Blink
Right Eye Blink Right Eye Blink
Left Eye Blink Left Eye Blink
Eyes Look Forward Eyes Look Forward
Right Eye Look Right Up Right Eye Look Right Up
Right Eye Look Up Right Eye Look Up
Right Eye Look Left Up Right Eye Look Left Up
Right Eye Look Right Right Eye Look Right
Right Eye Look Left Right Eye Look Left
Right Eye Look Right Down Right Eye Look Right Down
Right Eye Look Down Right Eye Look Down
Right Eye Look Left Down Right Eye Look Left Down
Left Eye Look Right Up Left Eye Look Right Up
Left Eye Look Up Left Eye Look Up
Left Eye Look Left Up Left Eye Look Left Up
Left Eye Look Right Left Eye Look Right
Left Eye Look Left Left Eye Look Left
Left Eye Look Right Down Left Eye Look Right Down
Left Eye Look Down Left Eye Look Down
Left Eye Look Left Down Left Eye Look Left Down

Expression Parameters

The following parameters will be used in this guide, which will support toggling between hardware and simulated eye tracking, independent eye blinking, independent horizontal left/right eye movement and combined vertical left/right movement for optimization.

Please refer to Support Parameters for a complete list of available parameters.

Name Type Default Saved
UseEyeTracker Bool True True
LeftEyeBlink Bool False False
RightEyeBlink Bool False False
LeftEyeX Float 0 False
RightEyeX Float 0 False
EyesY Float 0 False

Expression Menu

Add a VRC Expression Menu with a toggle button to start / stop the eye tracker and switch between hardware or default simulated eye tracking.

Name Type Parameter
Eye Tracker Toggle UseEyeTracker

Simulated Eye Tracking

Simulated eye tracking should be set up as normal in the VRC Avatar Descriptor. The Blink blend shape should be set to Eyes Blink and eye bones should be assigned (indicated as Eye_L and Eye_R in this guide).

Avatar Constraints

These constraints will be used to reset the eye bone transforms while hardware eye tracking is active.

  • Create a dummy object for each eye bone (e.g. Eye_L_EyeTrackerDisabled and Eye_R_EyeTrackerDisabled) that has the same transform as the original respective eye bone (e.g. Eye_L and Eye_R) under the Head bone.
  • On the left eye bone (e.g. Eye_L):
    • Add a Rotation Constraint component to each original bone
      • Uncheck Is Active
      • Set Weight to 1
      • Add the dummy object (e.g. Eye_L_EyeTrackerDisabled) to Source with a weight of 1
  • On the right eye bone (e.g. Eye_R):
    • Add a Rotation Constraint component to each original bone
      • Uncheck Is Active
      • Set Weight to 1
      • Add the dummy object (e.g. Eye_R_EyeTrackerDisabled) to Source with a weight of 1

Avatar Masks

Create avatar masks called Left Eye and Right Eye using each eye's respective eye bones (e.g. Eye_L and Eye_R) that will be assigned to the layers below.

Animator Parameters

Name Type Default
UseEyeTracker Bool False
LeftEyeBlink Bool False
RightEyeBlink Bool False
LeftEyeX Float 0.0
RightEyeX Float 0.0
EyesY Float 0.0

Layers

All layers should be added to the FX animation controller.

Use Eye Tracker

Animator

Layer Settings

Property Value
Weight 1
Mask None
Blending Override

States

  • Eye Tracker Disabled

    • Set Motion to Disable Eye Tracker
    • Add Behaviours:
      • VRCAnimatorTrackingControl - Set Eyes & Eyelids to Tracking
      • VRCAnimatorLayerControl - Set Playable to FX, set Layer to 2, and set Goal Weight to 0
      • VRCAnimatorLayerControl - Set Playable to FX, set Layer to 3, and set Goal Weight to 0
      • VRCAnimatorLayerControl - Set Playable to FX, set Layer to 4, and set Goal Weight to 0
      • VRCAnimatorLayerControl - Set Playable to FX, set Layer to 5, and set Goal Weight to 0
  • Eye Tracker Enabled

    • Set Motion to Enable Eye Tracker
    • Add Behaviours:
      • VRCAnimatorTrackingControl - Set Eyes & Eyelids to Animation
      • VRCAnimatorLayerControl - Set Playable to FX, and set Layer to 2, and set Goal Weight to 1
      • VRCAnimatorLayerControl - Set Playable to FX, and set Layer to 3, and set Goal Weight to 1
      • VRCAnimatorLayerControl - Set Playable to FX, and set Layer to 4, and set Goal Weight to 1
      • VRCAnimatorLayerControl - Set Playable to FX, and set Layer to 5, and set Goal Weight to 1

⚠️ Note that layer numbers may need to be adjusted accordingly so that they correspond with the following layers:

Transitions

Source State Destination State Conditions
Any State Eye Tracker Disabled UseEyeTracker: false
Any State Eye Tracker Enabled UseEyeTracker: true

Left Eye Blink

Animator

Layer Settings

Property Value
Weight 0
Mask Left Eye
Blending Override

States

Transitions

Source State Destination State Conditions
Any State Eye Tracker Disabled UseEyeTracker: false
Any State Left Eye Open LeftEyeBlink: false, UseEyeTracker: true
Any State Left Eye Closed LeftEyeBlink: true, UseEyeTracker: true

Right Eye Blink

Animator

Layer Settings

Property Value
Weight 0
Mask Right Eye
Blending Override

States

Transitions

Source State Destination State Conditions
Any State Eye Tracker Disabled UseEyeTracker: false
Any State Right Eye Open RightEyeBlink: false, UseEyeTracker: true
Any State Right Eye Closed RightEyeBlink: true, UseEyeTracker: true

Left Eye Movement

Animator

Layer Settings

Property Value
Weight 0
Mask Left Eye
Blending Override
  • Eye Tracker Disabled

    • Set Motion to None
  • Left Eye Movement

    • Create as Blend Tree
    • Set Blend Type to 2D Freeform Directional
    • Set Parameters to LeftEyeX and EyesY
    • Add Motions:
Motion Pos X Pos Y
Left Eye Look Up 0 1
Left Eye Look Down 0 -1
Left Eye Look Left -1 0
Left Eye Look Right 1 0
Left Eye Look Forward 0 0
Left Eye Look Left Up -1 1
Left Eye Look Right Up 1 1
Left Eye Look Left Down -1 -1
Left Eye Look Right Down 1 -1

Blend Tree

Transitions

Source State Destination State Conditions
Any State Eye Tracker Disabled UseEyeTracker: false
Any State Left Eye Movement UseEyeTracker: true

Right Eye Movement

Animator

Layer Settings

Property Value
Weight 0
Mask Right Eye
Blending Override
  • Eye Tracker Disabled

    • Set Motion to None
  • Right Eye Movement

    • Create as Blend Tree
    • Set Blend Type to 2D Freeform Directional
    • Set Parameters to RightEyeX and EyesY
    • Add Motions:
Motion Pos X Pos Y
Right Eye Look Up 0 1
Right Eye Look Down 0 -1
Right Eye Look Left -1 0
Right Eye Look Right 1 0
Right Eye Look Forward 0 0
Right Eye Look Left Up -1 1
Right Eye Look Right Up 1 1
Right Eye Look Left Down -1 -1
Right Eye Look Right Down 1 -1

Blend Tree

Transitions

Source State Destination State Conditions
Any State Eye Tracker Disabled UseEyeTracker: false
Any State Right Eye Movement UseEyeTracker: true

Animations

Disable Eye Tracker

Property Value
Eye_L : Rotation Constraint.Active false
Eye_R : Rotation Constraint.Active false

Enable Eye Tracker

Property Value
Body: Skinned Mesh Renderer.Blend Shape.Eyes Blink 0
Eye_L : Rotation Constraint.Active true
Eye_R : Rotation Constraint.Active true

Left Eye Open

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Blink 0

Left Eye Close

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Blink 100

Left Eye Look Forward

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Down

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Left

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Left Down

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Left Up

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Right

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Right Down

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Right Up

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 100
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 0

Left Eye Look Up

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Left Eye Look Up 100

Right Eye Open

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Blink 0

Right Eye Close

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Blink 100

Right Eye Look Forward

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Down

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Left

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Left Down

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Left Up

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Right

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Right Down

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Right Up

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 100
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 0

Right Eye Look Up

Property Value
Body : Skinned Mesh Renderer.Blend Shape.Eyes Look Forward 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Left Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Down 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Right Up 0
Body : Skinned Mesh Renderer.Blend Shape.Right Eye Look Up 100

Related Projects

  • PimaxEyeTracker - A utility library with language bindings for aSeeVR UserSDK, to use with the 7invensun Droolon Pi1 eye tracker designed for Pimax headsets.