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Question by A_drian · Apr 25, 2018 at 05:02 PM · iosmobilequaterniongyroscope

gyroscope won't work on iOS,gyroscope.attitude not working on iOS

Hello.

I am having an issue with gyroscope and iOS. I am making a VR game and for simple head movement i use this code

       public Quaternion attitude;
         void Start () {
             Input.gyro.enabled = true;
         }
         
         void Update () {
     
             attitude = Input.gyro.attitude;
             transform.localRotation.Set(attitude.x, attitude.y, attitude.z, attitude.w);
     
         }

The issue is that on iOS this code will not rotate the object it is on. It works Android without issue, as such i first expected an issue with permissions. Thus i tested by printing out the 4 quaterion values of attitude on GUI elements and the game has full access. For good measure i tried including extra permissions for both NS Motion and the Health Care functions of iOS in Xcode without any sucess.

From what i can discern it seems to be the transform.localRotation.Set() function that is not working as i can read the values. I can even access the attitude.eulerAngles and utilize them, but they quickly cause issues as the roation gets skewed and distorted in unwanted ways. I have also utilized the Rotate() function, setPositionAndRoation() function as well as attempting to convert the eulerAngles back into quaternion. The latter is said in the Unity Documentation to cause problems.

I am out of ideas or solutions. Is this issue with the Set() function a bug? am i missing some sort of function? Has anyone had similar issues?

I have Unity 2017.3.0f3, Xcode 9.3 and I have tested on iPhone 7, two iPhone SE (just in case) and an iPhone 6 and a bunch of Androids.

Any help is very much appriciated?

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avatar image A_drian · Apr 26, 2018 at 11:35 AM 0
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I have found a work around. I convert each of the Quaternion floats to seperate floats in code and apply them to the transform.rotation as a new Quaternion. Rotation.Set still does not work

 void SetRotation(float x, float y, float z, float w)
 {
       transform.rotation = new Quaternion(x,y,z,w);
 }

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