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Question by LT23Live · Jul 15, 2015 at 06:20 AM · unity 5camerarotationquaterniongyroscope

Virtual Reality - Android Gyroscopic Camera - Pitch and Roll Issues.

I am trying to get my gyroscopic camera angles working right. Its hard to find the right combination. Using Galaxy Note 4 else if (Screen.orientation == ScreenOrientation.LandscapeLeft) { quatMult = new Quaternion(1f,1f,0.5f,0f); }

I have been tampering with this on and off. This is my most stable setting so far. When i tilt (roll) my phone either left or right it looks up, then when I tilt my phone up or down (pitch) it rolls left and right. I have everything backwards. The left and right do seem to work fine though!

Has anyone built a stable Gyroscopic Camera for Andriod? If so your input would greatly be appreciated. Thanks.

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Answer by Orion_78 · Jul 18, 2015 at 07:47 PM

I am using Gyro.attitude too and it is painfull.

I correct the pitch rool issue with this : public class GyroController : Monobehaviour { private readonly Quaternion baseIdentity = Quaternion.Inverse(Quaternion.Euler(90, 0, 0)); private const float lowPassFilterFactor = 0.2f;

 [HideInInspector]
 public Quaternion currentRotation;

 void Start()
 {
     Input.gyro.enabled = true;
 }

 void Update()
 {
     currentRotation = Quaternion.Slerp(currentRotation,
                ConvertRotation(baseIdentity * Input.gyro.attitude), lowPassFilterFactor);
 }

 private static Quaternion ConvertRotation(Quaternion q)
 {
     return new Quaternion(q.x, q.y, -q.z, -q.w);
 }

}

BUT I found this gyro fastly returning bad informations.

It is not my phone since many VR games from the store are working perfectly...

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