If things are not working as you expected, please check out the following small troubleshooting guides.
Here are some things to try. Please try them in order:
Make sure your build setting is for Standalone PC (Windows x86 or x86_64)
Check the bitness for Windows selected in the build settings (x86 or x86_64). Go to File Explorer in Windows and manually copy the
Tobii.GameIntegration.dll from the corresponding
../x64 folder to the game project’s root folder.
Locate the dll’s in the Project window in the Unity Editor (
../x64 folder). Click on a dll and look in the Inspector, in the section Platform Settings. Make sure the the correct bitness is checked in the Inspector: Windows x86 or x86_64.
See 3. Dll platform settings above. You might need to uncheck
Any Platform alternative in the
Select platforms for plugin section, and only have the
Standalone alternatives checked.
If you get the error message:
“Tobii Unity SDK only supports building for Standalone build targets. Eye-gaze data is only available on the Windows platform. Change platform in build settings to make the Eye Tracking features work.”
Check your build settings and make sure Platform is set to “PC, Mac & Linux Standalone”. See also: Set Windows as Target Platform
The Tobii Unity SDK only provides data on Windows 10/8.1/7, and only builds without errors for standalone platforms (Windows, Mac and Linux).
Getting invalid eye-gaze data is expected in the following situations:
You have to take these expected cases of invalid gaze data into account in your game implementation.
First of all, the Gaze Aware component only works with 3D game objects with a
UnityEngine.Collider. If you have attached the component to a UI element on a Canvas, it will not work. If you have attached the Gaze Aware component to a 3D game object that has a Collider but it doesn’t work, keep on reading.
The Gaze Focus algorithms only work when the Tobii EyeTracking Framework has access to valid Gaze Point data. See the previous section for situations when the Gaze Aware objects are not expected to react to eye-gaze (because there is no valid Gaze Point data available).
If none of the above situations apply, open the Eye Tracking Settings window:
Eye Tracking Settings...
Verify that the proper layers for your game are selected in the Gaze Focus Layers multi-selection dropdown. Only the selected layers will be considered in the Gaze Focus algorithms that calculate which Gaze Aware game object the user is looking at.
If the gaze points are offset to the upper-left when running the game in the Unity Editor, and the offset increases the closer to the lower-right corner of your screen you are looking, then you probably have a DPI-problem. On Windows 10 this offset problem is more common since the screen DPI is automatically set to higher values for high-resolution monitors. Here are possible workarounds:
Unity.exein File Explorer - a common place is
C:\Program Files\Unity\Editor. Right click the exe and open Properties. On the Compatibility tab, Settings section, check the option
Disable display scaling on high DPI settings. Note that this will cause the Unity Editor to be rendered at 100% size also on high resolution screens, resulting in smaller fonts and button sizes than you might want.
If you cannot find the answer to your problems here, please check out our Developer Forums (developer.tobii.com/community-forums/). Use the Search function on the Forum overview page to find existing answers, or post a new topic if your question has not been posted before.