Unreal Engine Mobile Rotation Using Touch - unreal-engine4

Hope Everyone is doing ok, I have a problem can someone tell me why my rotation starts snapping if I increase the sensitivity to like 50 but it is smooth at like 10
Code in the picture Below..
https://i.stack.imgur.com/vmzAs.png

Related

Unity2D Visual Problems

I created a turret that auto-shoots bullets , fairly simple and not complex, but I have some visual problems. Like in the Editor while Play mode is active the bullet spawn and is visible , but when I go in that place in play mode the bullet is invisible (the bullet applies the damage to the Player but it is not here).
Some footage of the problem: https://gyazo.com/899f4c60f7d3e0fc943c104bba7c2831
There are 2 possible answers:
set the canvas to Screen Space - Camera, and set the Render Camera to Main Camera.
linke to the full artical
fix the possition of the srite and the canvas
link to the full artical
Thank you for all the help!
IT WORKED!
I find out that , my turret Z's was like -68 and the camera was like -10, and i randomly entered the 3D View of my scene and i noticed that my Turret was like 10 kilometers away from the actual position from the editor!

Gyroscope and gravity in unity3d

I am a beginner in unity, and i want to control the gravity in my game with gyroscope on an android i search for a while but couldn't find anything.
Can anyone please help me.
For example if i turn my phone upside down the gravity would also turn upside down.
I have tried
http://docs.huihoo.com/unity/5.4/Documentation/en/ScriptReference/Gyroscope-gravity.html
I am only able to find rotation of object.

iOS sensor fusion is laggy and inaccurate, can I fix that?

I'm playing around with an app that overlays an image on top of an AV view, a sort-of-but-not-really AR app. You use it by holding the camera up in front of you like you're taking a picture of friends in front of you. Currently, it just displays a compass rose on a SceneKit object.
It basically works, but on my 5S and 6 and I'm finding it is:
laggy on startup, with the pointing vector being off by as much as 180 degrees
not terribly accurate, with errors even after its been running of something like 10 degrees
the error in (2) changes, so it's idea of "south" moves around over time
Ultimately I'm going to need the accuracy to be on the order of 5 degrees. Can anyone comment on whether this sort of accuracy is possible, if there's a way to test it, and perhaps comment on platform issues - is it better on the 7 for instance?

Andengine A Moving Ball example, juddering / lag

In the Andengine "A Moving Ball" example, I experience a "jump" in the animation every 5 seconds or so ie. The lateral movement is not always smooth, it seems to skip a few pixels. I'm running this on a Samsung Galaxy SII. I also noticed this on the emulator.
A Moving Ball example
This is a problem for me as I'm creating an environment of ten bouncing balls and every few seconds I get this judder effect.
I'm looking for a very consistent movement, similar to say the baloons in "Crazy Pill":
Crazy Pill
Has anyone noticed this occassional lag or any idea how to create a smooth movement?
Thanks
see if this discussion and solution helps
Jittering texture when using BoundCamera

How can I calibrate the accelerometer?

I'm using the accelerometer to move an object on my screen.
It's only working when the iphone is flat.
If I use the iPhone in another position, the object is not moving like I want
(the Y axis is not well managed).
So, I've to calibrate the position of the accelerometer, I guess.
But I've no idea how to do this.
Please help me.
Thanks in advance.
Regards,
ALpesH
hi hope all is well.
A simple google search came up with this beautiful post.
It is exactly what you wanted. A tutorial on Accelerometer Calibration & Optimizations.
This tutorial assumes you know the basics of the accelerometer. If not there are plenty of tutorials on google that will help get you accustomed to the accelerometer basics.
This tutorial will focus on 3 things:
Calibrating the accelerometer so the user can play your game from any
position.
Changing the "sensitivity" of your object's movement.
Adding the option to "invert" the controls.
First off, why bother adding these features? Simple. Launch your accelerometer based game and try the following tests:
Play sitting up in perfect position.
List item
Play it slouched over.
Play it lying down on your side.
Play it lying on your back with the device parallel to the floor and
the screen facing you.
Obtained from this website:
http://www.iphonedevsdk.com/forum/iphone-sdk-tutorials/39833-tutorial-accelerometer-calibration-optimizations.html
Let me know if this helps if it does choose this as the answer.
Other than that if you need any more help let me know
Ive implemented this tutorial code in my own app and i am not playing a simple ping pong game upside down and also playing it on the side whilst lying on the bed. :D
Pk