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    Configure gaze-based foveated rendering

    Enable eye tracking so that the device centers the high-resolution area where the user looks.

    Devices that provide eye tracking can support gaze-based foveated rendering, where the device centers the high-resolution area on the point the user looks at. Devices without eye tracking, and devices on which the user denies permission, use fixed foveated rendering instead.

    Prerequisites

    Before you begin, make sure your project meets the conditions in Foveated rendering requirements reference.

    Configure a foveation method first, using either the scriptable render pipeline (SRP) method described in Use the SRP foveation API, or Use the legacy foveation API.

    Enable eye tracking

    To enable eye tracking for gaze-based foveated rendering:

    1. Open the Project Settings window.
    2. Under XR Plug-in Management, select the OpenXR settings.
    3. Select the tab for the platform you want to configure.
    4. In the list of OpenXR Feature Groups, select All Features.
    5. Under OpenXR Feature Groups, enable the Foveated Rendering feature.
    6. Under OpenXR Feature Groups, select the gear icon next to the Foveated Rendering feature.
    7. Enable the Use Eye Tracking setting.

    After you enable Use Eye Tracking, the build requests the eye tracking OpenXR extension. Unity enables this setting by default. Disable it if you want to use foveated rendering, including Quad views, without the eye tracking extension.

    Next, request eye-tracking permission on Android, then set the foveation level at runtime as described in Use the SRP foveation API. If you use the legacy API with the Meta XR Core SDK, enable the Meta XR Eye Tracked Foveation OpenXR feature instead. Other platforms might have similar permission requirements.

    Additional resources

    • Request eye-tracking permission on Android
    • Use the SRP foveation API
    • Use dynamic foveation
    • Eye Tracking Interaction
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