Hololens 2 Gaze cursor not executing buttons

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We're working on Hololens 2 and have created our own Button design, where we followed a MRTK Tutorial. Now sadly we cannot execute the buttons using the Gaze-cursor in Hololens 2.

We are using our own Configurationprofile, but the same is valid when using the defaultHololens2configurationprofile.

Also there is a weird behaviour (Valid for both profiles mentioned before): When starting the app the Gaze-cursor is visible, the moment my hands are recognized the gaze-cursor disappears (all good until now), but when I move my hands behind my back the gaze-cursor doesn't appear anymore.

Does anybody have a similar problem, knows how to solve it or has observed something similar?

We are using:

    Unity 2020.3.6f1
    MRTK 2.7.0
    All XR Packages up to date, except XR Plugin Management 4.0.1

Here some screenshots which components our buttons have attached: First part of Button componentsSecond part of button componentsThird part of button components

Cheers and thanks for the help

2

There are 2 answers

5
Hernando - MSFT On

The reason is that MRTK is currently designed in a way that at a distance hand rays act as the prioritized focus pointers, so the eye gaze is suppressed as a cursor input if hand rays are used.

If you want to use both eye focus and hand rays at the same time, please follow this documentation:Use hand rays and eye-gaze input together. However, in this way, voice command will be the only method to interact with the hologram which focusing on.

Besides, if you want to support a 'look and pinch' interaction, you need to disable the hand ray according to this document:How to support look + hand motions (eye gaze & hand gestures)

1
Carlos Lopez - MSFT On

I filed the following GitHub issue and it's being investigated - "Select" voice command does not fire the appropriate events when using OpenXR on HoloLens 2