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.
Related
I have been struggling with some rotations maths for a feature on my project.
I am bassicly using a gyroscope input from a phone and combining a touch input in order to recreate the same behaviour as the youtube 360 video player input. (Using Unity)
So in other words im trying to add the touch input (only rotation on the X and Y Axis) to the gyroscope free to rotate in all angles.
I tried building 2 quaternion, one for the gyro and one quaternion with the touch input. If i start up the app and stay looking at the same direction with the phone, both are adding up fine, but if i change my phone orientation in the Y axis and start using the touch input up and down becomes the roll instead of the yaw.
I tried changing the quaternion addition order but it did not fix my issue.
After playing around with a minimal setup in Unity, i figured what i need to do is recreate the same relation a child and parent object have regarding rotation.
Sorry for the lack of capture and screenshots im trying to find the best way to document the issue.
Thanks
I'm working in unity(2018) and building for the HTC Vive VR headset. I had an idea to use the small camera on the front of the headset to make an AR system, as in run the video from the headsets camera to the headset view to then be able to overlap things from a unity environment. But unfortunately, I can't seem to find any examples of others doing this (other than the Tron blue outline system that the Vive comes with) though perhaps I'm not looking with the right keywords.
If anyone has seen something like this or know if it can be done I'd greatly appreciate it.
It is registered as a standard WebCam, so you should be able to use Unitys WebCamTexture.
But the resolution of the cameras is very low.
I want to find user movement walking and tracking position and move camera accordingly in virtual reality app , not head movements like rotation , etc. So I am wondering whether this combination Gear VR with Samsung S7 edge will support my requirement or not.
Any suggestion will be appreciated , thank you.
GearVR is not meant to be a 6-DoF device, which is what you are asking (3 Degrees of Freedom means tracking of rotation, 6 Degrees of Freedom means rotation + position).
It is possible to achieve 6-DoF tracking with a Samsung Galaxy by using ARCore. A good starting point would be this GitHub project.
However, the results will most likely not meet your expectations in terms of usability. If you intend to use the original GearVR goggles, you'll notice that the camera is covered, so that would be a problem as well.
If you really want quality mobile 6-DoF VR (read: goggles, not a smartphone in your hands), you should look out for Vive Focus or Oculus Quest as a device.
I am trying to wrap my head around Vuforia's capabilities. I want to make an app which lets me place a 3D object into a camera view and have that 3D object stick to the world. I've been learning how to use Vuforia in Unity3D, and Vuforia seems to be slightly capable of this, but is severely limited by its craving for "Targets". It doesn't seem to be able to do much if I don't give it some sort of target.
One workaround I've found is to set the ARCamera's World Center Mode to DEVICE_TRACKING. This seems to let me place a 3D object into the world (in Unity) and have this object overlay into the camera feed, almost making it seem like it's anhcored to the real world. This doesn't work perfectly though: it tracks properly when I angle the device up/down/left/right (rotation), but it does not seem to track the device's translational motion; that is, when I move the device forward/back/left/right, the overlaid object doesn't get closer/farther nor does it rotate as I move around it.
Is it possible to get this sort of tracking out of Vuforia, or am I better off switching to something like Google Tango?
The difficulty with setting World Center Mode to CAMERA in Vuforia is that apparently 3D objects rotate around the camera based on its accelerometer/gyroscope changes. This doesn't allow for objects to be anchored to the environment. Instead they follow with the camera.
Kudan is a good markerless tracking option.
Am developing a football game in Unity3D . in which I need only the foot orientation of the users from which I can detect the angle of the kick.
Am now tracking the whole skeleton data , but I can't able to get the foot orientation angles precisely.
Is there anyway that I can track only the foot of the user without going for the method of Tracking whole skeleton.
I have developed some games with unity and kinect. what I did is,
I could access the transform.position of each joints represent the skeleton. then by using relative positions of several joints, I detected the body gestures.
Hope this helps
let me know if you need any assistance