- Unity
- Git
- SR Research SDK
- Install Git and your preferred Git Gui Client. (preferably Sourcetree)
- Clone the VirtualMaze to a location on your laptop
- Open up Unity, select Open and select folder that you just cloned.
-
Search for the Start Scene in Assets>Scenes folder and open it.
-
You should have VirtualMaze ready for development now.
A good place to start understanding the project will be to look into BasicLevelController.cs and ExperimentController.cs. These 2 files are where most of the logic regarding the experiment process is held.
This project makes use of the Eyelink SDK. Information and the SDK can be found at the SR Research Forum. To gain access to the forum create a free account.
A folder named out
in the root of the project folder is created for developers to build VirtualMaze into.
Developers can also build their games here for convenience as then contents of the folder is ignored by Git and will not be uploaded to the remote repository.
The MAC developer kit for EDF_ACCESS_API provided does not have an out of the box .bundle file to be used as a plugin Unity. This section serves to provide steps to create the .bundle file if the library needs to be updated.
Prerequisites:
- Eyelink SDK for MacOS is already installed on the MacOs Computer.
To create a plugin, use XCode create a new .bundle project. In the project settings at the General > Linked Frameworks and Libraries, Select Add Other... and add the edfapi.framework from the MacOS Library > Frameworks folder.
Copy all of the .c and .h files from Application > Eyelink > EDF_ACCESS_API > Example into the project.
Run and build. A possible error that occurs is the missing edf_data.h file. A way to solve this is to copy the edf_data.h into the project.
To write this documentation, the text editor Atom was used as it supports syntax highlighting and preview of Markdown files(.md).
Any other editors can also be used as long as it works. Atom is just a suggestion.