Camera Controlled by mobile accelerometer and Compass Stay Upside down
Good Day.
I am struggling to figure out why my camera stays upside down. Everything works, the camera does turn in all directions as intended but just upside down and for the life of me I can not seem to figure out why. Maybe someone can point me in the right direction.
public float rotationSpeed = 8f;
Vector3 acceleration = Vector3.zero;
float heading = 0f;
void Start()
Input.compass.enabled = true;
Input.location.Start();
void Update()
SetAcceleration();
SetCompassHeading();
transform.eulerAngles = SetRotation();
void SetAcceleration()
Vector3 _acceleration = Input.acceleration;
acceleration.x = Mathf.Lerp(acceleration.x, _acceleration.x, Time.deltaTime * rotationSpeed);
acceleration.y = Mathf.Lerp(acceleration.y, _acceleration.y, Time.deltaTime * rotationSpeed);
acceleration.z = Mathf.Lerp(acceleration.z, _acceleration.z, Time.deltaTime * rotationSpeed);
void SetCompassHeading()
float _heading = Input.compass.trueHeading;
heading = Mathf.LerpAngle(heading, _heading, Time.deltaTime * rotationSpeed);
Vector3 SetRotation()
float _rotationX = Mathf.Atan2(acceleration.z, acceleration.y);
float _magnitudeYZ = Mathf.Sqrt(Mathf.Pow(acceleration.y, 2) + Mathf.Pow(acceleration.z, 2));
float _rotationZ = Mathf.Atan2(acceleration.x, _magnitudeYZ);
float _angleX = _rotationX * (180f / Mathf.PI)+11;
float _angleZ = -_rotationZ * (180f / Mathf.PI);
return new Vector3(_angleX, -(_angleZ - heading), 0f);
unity3d
add a comment |
Good Day.
I am struggling to figure out why my camera stays upside down. Everything works, the camera does turn in all directions as intended but just upside down and for the life of me I can not seem to figure out why. Maybe someone can point me in the right direction.
public float rotationSpeed = 8f;
Vector3 acceleration = Vector3.zero;
float heading = 0f;
void Start()
Input.compass.enabled = true;
Input.location.Start();
void Update()
SetAcceleration();
SetCompassHeading();
transform.eulerAngles = SetRotation();
void SetAcceleration()
Vector3 _acceleration = Input.acceleration;
acceleration.x = Mathf.Lerp(acceleration.x, _acceleration.x, Time.deltaTime * rotationSpeed);
acceleration.y = Mathf.Lerp(acceleration.y, _acceleration.y, Time.deltaTime * rotationSpeed);
acceleration.z = Mathf.Lerp(acceleration.z, _acceleration.z, Time.deltaTime * rotationSpeed);
void SetCompassHeading()
float _heading = Input.compass.trueHeading;
heading = Mathf.LerpAngle(heading, _heading, Time.deltaTime * rotationSpeed);
Vector3 SetRotation()
float _rotationX = Mathf.Atan2(acceleration.z, acceleration.y);
float _magnitudeYZ = Mathf.Sqrt(Mathf.Pow(acceleration.y, 2) + Mathf.Pow(acceleration.z, 2));
float _rotationZ = Mathf.Atan2(acceleration.x, _magnitudeYZ);
float _angleX = _rotationX * (180f / Mathf.PI)+11;
float _angleZ = -_rotationZ * (180f / Mathf.PI);
return new Vector3(_angleX, -(_angleZ - heading), 0f);
unity3d
add a comment |
Good Day.
I am struggling to figure out why my camera stays upside down. Everything works, the camera does turn in all directions as intended but just upside down and for the life of me I can not seem to figure out why. Maybe someone can point me in the right direction.
public float rotationSpeed = 8f;
Vector3 acceleration = Vector3.zero;
float heading = 0f;
void Start()
Input.compass.enabled = true;
Input.location.Start();
void Update()
SetAcceleration();
SetCompassHeading();
transform.eulerAngles = SetRotation();
void SetAcceleration()
Vector3 _acceleration = Input.acceleration;
acceleration.x = Mathf.Lerp(acceleration.x, _acceleration.x, Time.deltaTime * rotationSpeed);
acceleration.y = Mathf.Lerp(acceleration.y, _acceleration.y, Time.deltaTime * rotationSpeed);
acceleration.z = Mathf.Lerp(acceleration.z, _acceleration.z, Time.deltaTime * rotationSpeed);
void SetCompassHeading()
float _heading = Input.compass.trueHeading;
heading = Mathf.LerpAngle(heading, _heading, Time.deltaTime * rotationSpeed);
Vector3 SetRotation()
float _rotationX = Mathf.Atan2(acceleration.z, acceleration.y);
float _magnitudeYZ = Mathf.Sqrt(Mathf.Pow(acceleration.y, 2) + Mathf.Pow(acceleration.z, 2));
float _rotationZ = Mathf.Atan2(acceleration.x, _magnitudeYZ);
float _angleX = _rotationX * (180f / Mathf.PI)+11;
float _angleZ = -_rotationZ * (180f / Mathf.PI);
return new Vector3(_angleX, -(_angleZ - heading), 0f);
unity3d
Good Day.
I am struggling to figure out why my camera stays upside down. Everything works, the camera does turn in all directions as intended but just upside down and for the life of me I can not seem to figure out why. Maybe someone can point me in the right direction.
public float rotationSpeed = 8f;
Vector3 acceleration = Vector3.zero;
float heading = 0f;
void Start()
Input.compass.enabled = true;
Input.location.Start();
void Update()
SetAcceleration();
SetCompassHeading();
transform.eulerAngles = SetRotation();
void SetAcceleration()
Vector3 _acceleration = Input.acceleration;
acceleration.x = Mathf.Lerp(acceleration.x, _acceleration.x, Time.deltaTime * rotationSpeed);
acceleration.y = Mathf.Lerp(acceleration.y, _acceleration.y, Time.deltaTime * rotationSpeed);
acceleration.z = Mathf.Lerp(acceleration.z, _acceleration.z, Time.deltaTime * rotationSpeed);
void SetCompassHeading()
float _heading = Input.compass.trueHeading;
heading = Mathf.LerpAngle(heading, _heading, Time.deltaTime * rotationSpeed);
Vector3 SetRotation()
float _rotationX = Mathf.Atan2(acceleration.z, acceleration.y);
float _magnitudeYZ = Mathf.Sqrt(Mathf.Pow(acceleration.y, 2) + Mathf.Pow(acceleration.z, 2));
float _rotationZ = Mathf.Atan2(acceleration.x, _magnitudeYZ);
float _angleX = _rotationX * (180f / Mathf.PI)+11;
float _angleZ = -_rotationZ * (180f / Mathf.PI);
return new Vector3(_angleX, -(_angleZ - heading), 0f);
unity3d
unity3d
edited Nov 13 '18 at 9:39
MatrixTai
1,926421
1,926421
asked Nov 13 '18 at 9:19
Roelf MittonRoelf Mitton
64
64
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