|Chris Midkiff 9de8bc5d39|
To change the Dot size and the distance edit the Button and Canvas Prefabs. Note: You will have to also change the dot size in the Sample.cs file.
See the utils folder for information on running the backend server and the Experimenter console interface.
Some notes for whatever student is working on this now. First, know that this codebase was written in about a month, mostly between the hours of 12am and 6am due to a severe time crunch, please chalk any weirdness or dragons you may find up to that. Trust me there are less than the old one.
Collision: As you may or may not have noticed there are two different collision systems in this codebase for clicking on circles. This may seem a bit overkill. This is because the way Google Cardboard and Oculus Rift handle collision is entirely different. If you are adding a different device to this study/code base. I would highly recommend downloading whatever sample program the SDK for your device gives you and just looking at how it is handling collision/input. That should give you enough ammunition to add your own scenes in the style of the Experiment and Home scenes I have here.
Instructions: You will need the following things:
- Two to three computers (if doing Oculus Rift one of these must be Windows.)
- The android development tools installed. https://www.xda-developers.com/quickly-install-adb/
- A working python3 install with pip, flask, and requests. (If you're on windows I recommend Cygwin or WSL)
- Run the trialGen util script to generate your trials
- Run a copy of the server util script on a computer that is network accessible from your other devices.
- Run a copy of the client util script for each input device you will be using, this is used to update the participant id.
Create (web?) UI for the experimenter so they don't have to change the code
Capture the cursor movement at 100 milliseconds
Oculus Quest/Go support This is entirely untested but theorhetically you should be able to go into the Unity build settings and tell the android build setup to build with the Oculus SDK instead of the Cardboard SDK and it should work.