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Question by jordano00 · Jun 08, 2017 at 05:32 PM · c#androidvrcamera rotategyroscope

android camera rotation using gyro sensor

Hello guys,

I am creating a VR app that allows the user to look around in 360 spherical. but im having a problem with the y-axis.

The x-axis works fine, I can rotate the phone around, and the image moves along the x-axis properly.

The y-axis is the problem. When I make the phone look up or down, the x-axis seems to be moving left or right slightly, depending on whether i look up or down. I don't want that. I just want the y-axis to move up and down, w/o the x-axis moving along as well, unless i move it in a slope.

here is the code that i found in the unity forum that i am using:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class gyroCamera : MonoBehaviour
 {
     private float initialYAngle = 0f;
     private float appliedGyroYAngle = 0f;
     private float calibrationYAngle = 0f;
 
     void Start()
     {
         Application.targetFrameRate = 60;
         initialYAngle = transform.eulerAngles.y;
         Input.gyro.enabled = true;
     }
 
     void Update()
     {
         ApplyGyroRotation();
         ApplyCalibration();
     }
 
     void OnGUI()
     {
         if (GUILayout.Button("Calibrate", GUILayout.Width(300), GUILayout.Height(100)))
         {
             CalibrateYAngle();
         }
     }
 
     public void CalibrateYAngle()
     {
         calibrationYAngle = appliedGyroYAngle - initialYAngle; // Offsets the y angle in case it wasn't 0 at edit time.
     }
 
     void ApplyGyroRotation()
     {
         transform.rotation = Input.gyro.attitude;
         transform.Rotate(0f, 0f, 180f, Space.Self); // Swap "handedness" of quaternion from gyro.
         transform.Rotate(90f, 180f, 0f, Space.World); // Rotate to make sense as a camera pointing out the back of your device.
         appliedGyroYAngle = transform.eulerAngles.y; // Save the angle around y axis for use in calibration.
     }
 
     void ApplyCalibration()
     {
         transform.Rotate(0f, -calibrationYAngle, 0f, Space.World); // Rotates y angle back however much it deviated when calibrationYAngle was saved.
     }
 }
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Best Answer

Answer by abdulthegamer · Jun 09, 2017 at 03:08 AM

This is called Gyro drift. Happens if Gyro sensors are not handled properly. The script require more calculations to avoid this.

You can use Google VR package directly and Gyro works great with it.

Or you can try one from asset store. Just search for Gyro.

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