Camera Controlled by mobile accelerometer and Compass Stay Upside down










0














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);










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    0














    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);










    share|improve this question


























      0












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      0







      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);










      share|improve this question















      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






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      edited Nov 13 '18 at 9:39









      MatrixTai

      1,926421




      1,926421










      asked Nov 13 '18 at 9:19









      Roelf MittonRoelf Mitton

      64




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