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When someone blinks, the eyegaze ray would still be casting resulting in false positive hits on collider surfaces #31

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@thefirstfloor

The SDK eyetracker provides eyedatapackages in which also the hitobject is registered.
This would register NA when blinking
At the same timestamps in another logfile logging the collision hits from the eyegaze(s), it will register that last hit object (as the ray still checks for collisions but does not move with the eye at that moment).

Solution:
The main EyeDataHandler should check on eye openess and trigger events to which any eyegaze script/prefab can register too.

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fixFixes a known issue.

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