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Question by AR_newbie · Feb 24, 2016 at 07:43 AM · transformcompass

Input.compass horizontal shaking

Hi all! I'm trying to build some sort of compass app (android). Simply via a camera oriented to a canvas(with webcamtexture) and the sprites which oriented around my camera( with a degree marks). Unity 5.3.1f The image to understand:

http://i68.tinypic.com/ivwn10.jpg

When I turn my phone in horizontal projection those degree marks are not turning smoothly. They are quite shaky. The video to understand:

http://sendvid.com/2ygl2vqm

Any ideas why it's so shaky? And how to fix that?

The code:

 using UnityEngine;
 using System.Collections;
 
 public class QM_Compass : MonoBehaviour {
 
 private Transform myTransform;
 public int facingDir;
 public int degreeOffset;
 public float test_float;
 public Transform scrollBar;
 
     void Awake()
     {
         Input.compass.enabled = true;
         Input.location.Start();
 
     }
 
     void Start ()
     {
         myTransform = transform;
     }
         void Update () {
         test_float = Input.compass.trueHeading;
         if (test_float > 360) test_float = test_float % 360;
         transform.eulerAngles = new Vector3(0, test_float, 0);
         degreeOffset = facingDir = (int)test_float;
     }
 }

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Answer by nonathaj · Feb 24, 2016 at 08:26 AM

It looks like you are getting the data that is available to you, but the data is inaccurate. I would try checking Compass.headingAccuracy over a series of frames and see if you are getting reliable reading, and if you are that is doesn't have inaccuracies.

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avatar image AR_newbie · Feb 24, 2016 at 11:57 PM 0
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Thanks for the reply!

I've added

 public float headingAccuracy;
 
 headingAccuracy = Input.compass.headingAccuracy;

and gui.label with headingAccuracy variable

It shows me 0. So what is the conclusions? I use Android 4.0.4.

Not possible to fix that?

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