Is sensor fusion essential for implementing a mobile game? - unity3d

I am working on a mobile car game, in which I utilized my phone accelerometer sensor to move the car.
Should I use sensor fusion? I don't need to get the sensor readings, I only need to move and rotate my car according to my phone's movement, and I see that it moves fine.

Related

Technology to use for creating an mobile app which can detect and track position of random objects in real time?

I like to know which technology I can use for creating android application which has the feature of detecting an random object like hoarding board and after detecting, a video must played over that object. If the user move the camera , the video must also move over that object position.
I have an example of what I want to achieve in this video of big burger https://www.youtube.com/watch?v=lhXW8_7CaHM . But I want to play that video on any type of hoarding the camera detect. Not only on specific trained object.
I have study some technology like tensorflow and Vuforia which can made ar application.
But I'm not sure if it can detect real time objects with tracking of the objects position.

How to Increase Pose Movement Speed in ARCore

I am working on an application in Unity ARCore SDK for visualizing a room with marker detection on android mobile phones. There is no problem in creating the room model when marker is detected. The problem is, when user moves in the room, its movement is very slow in the unity world. For instance when user moves 5 meters in real world, its position on the model just changes 1 meter. How can i increase the change in position?
I can't scale down the size of the model. Because when i do that, the model not aligns with the real world, it becomes much much smaller.

Which sensor is used in Unity Gyroscope.userAcceleration API

Does anyone know if Unity's API Gyroscope.userAcceleration (https://docs.unity3d.com/ScriptReference/Gyroscope-userAcceleration.html) is using gyroscope sensor to work or accelerometer?
Edit my answer:
Gyroscope.userAcceleration uses the acceleration data from the gyroscope and the accelerometer sensor of your device. (refers to linear acceleration, not rotational)
So it seems the Gyroscope class performs some sort of sensor fusion.
AccelerometerInput uses the build in accelerometer sensor of your device.
I believe it must use the accelerometer, since gyroscope cannot measure accelleration (while accelerometer can be used to extract rotation to a certain degree), userAcceleration just takes out the constant part (gravity aka earth acceleration) out, so when the device is not being moved user acceleration is zero even if actual data from the accelerometer contains gravity

Connecting Bike Controls to a Game Simulation

Am building a simple VR game. An infinite runner - the complexity is however to receive the inputs. There are three inputs:
1) Acceleration
2) Gear / Clutch
3) Break
4) Direction (left / right)
I want to tie this up with my Yamaha Fazer Bike. So When I sit on my bike and with the Oculus / HTC Vive - I can go for a virtual ride and control the game as though am really driving the bike. So I need to connect the bike's hardware with my Oculus Game.
Is there any way to do so. Do we have any game controllers that can be purchased for this simulation ?
When you build your VR game you are just inputs like any other normal non-VR game so the question isn't directly a VR question, but rather how to get the bike input into the game.
If you are using a Game Engine they have ways to map in input from controllers or other forms of input.
With a bike you would need a sensor to let the game know that you are moving and/or turning.
My best bet would to use a magnet on the wheel that same way pedometer on bikes work
For the rest you will need some sensor and program it to the movement... this can become a very huge hobby type project and you would really need quite the space to fully rig this bike in a stationary setting

iPhone 4 Gyroscope/GPS versus Accelerometer/GPS/Compass

I am about to use iPhone 4's gyroscope/GPS on a game, to detect rotation and translation. As far as I know, the gyroscope can be used to detect rotations in all 3 axis.
But rotations, at least on the horizontal plane can be detected with the compass, tilts can be detected with the accelerometer and positions with the GPS.
Can a combination of compass/accelerometer/GPS create the same level of detection of gyroscope/GPS? (I am thinking of allowing this combination for people without iPhone 4).
Will this work perfectly?
The precision of the gyroscope and accelerometer sensors is much greater than the precision of the compass and GPS. The compass and GPS are for finding out where the device is on the globe, and the gyroscope and accelerometer are good for finding out where the device has moved in the last few milliseconds.
Therefore it depends upon what you're trying to control with the device's movement. Trying to simulate a gyroscope input to control a 3D simulation (like the Jenga game Jobs showed in the keynote that introduced the iPhone 4) will not work perfectly with just the compass/accelerometer/GPS. Figuring out if the device is pointed at the grocery store on the west side of the street instead of the furniture store on the east side of the street in an augmented reality game will work perfectly with just the compass/accelerometer/GPS.