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VR Pointing Experiment technical breakdown

PaulvanderLaanMPI edited this page Apr 2, 2026 · 6 revisions

Describing various technical details and experiences within the VR Pointing Experiment.

Pointing_selecteer_kandelaar

  • Meta Quest 3 (120hz mode) with Meta Quest Link cable

Unity tools and features

  • Unity 2022.3.62f2
  • OpenXR
  • XR Interaction Toolkit
  • for lip sync and facial animation we use SALSA plug-in
  • for eye and head gaze we use Animator.SetLookAtPosition (Mecanim feature) (explain why and how)
  • Reallusion Character Creator 4 is used for the character
  • Pointing gestures are recorded in our Vicon Mocap Lab
  • 3D environment based on Stylized Town asset
  • offset playing audio to compensate for audio and visual delays

Pupil Labs Neon XR

  • initial connection issues for real-time gaze streaming (TCP vs UDP)
  • wired ethernet setup with usb ethernet adapter and 2nd network card
  • no cloud connection needed, everything local
  • Eye Calibration (mount, phone, in-experiment)
  • eye gaze vector, hit position, object hit is saved each frame into csv file

Latency measurements

  • BBTK Latency measurements
  • GoPro Latency measurements

Example csv output file (16.3MB): P13_2026-03-05_15-08-06.csv

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