How to use Unity3D to realize VR camera function based on gyroscope
This article mainly introduces how to use Unity3D based on gyroscope to achieve VR camera function, has a certain reference value, interested friends can refer to, I hope you can learn a lot after reading this article, the following let Xiaobian take you to understand.
The steps are as follows:
1. Open Unity, create a new C# script GyroController.cs, and hang it on the MainCamera game object
The code is as follows:
Using UnityEngine;using System.Collections; public class GyroController: MonoBehaviour {/ / Fields private readonly Quaternion baseIdentity = Quaternion.Euler (90f, 0f, 0f); private Quaternion baseOrientation = Quaternion.Euler (90f, 0f, 0f); private Quaternion baseOrientationRotationFix = Quaternion.identity; private Quaternion calibration = Quaternion.identity; private Quaternion cameraBase = Quaternion.identity; private bool debug = true; private Quaternion gyroInitialRotation; public static bool gyroOff; private Quaternion initialRotation; private readonly Quaternion landscapeLeft = Quaternion.Euler (0f, 0f,-90f) Private readonly Quaternion landscapeRight = Quaternion.Euler (0f, 0f, 90f); private const float lowPassFilterFactor = 0.1f; private Quaternion offsetRotation; private Quaternion referanceRotation = Quaternion.identity; private readonly Quaternion upsideDown = Quaternion.Euler (0f, 0f, 180f); / / Methods private void AttachGyro () {this.gyroEnabled = true; this.ResetBaseOrientation (); this.UpdateCalibration (true); this.UpdateCameraBaseRotation (true); this.RecalculateReferenceRotation ();} private void Awake () {gyroAvaiable = SystemInfo.supportsGyroscope } private static Quaternion ConvertRotation (Quaternion Q) {return new Quaternion (q.x, q.y,-q.z,-q.w);} private void DetachGyro () {this.gyroEnabled = false;} private Quaternion GetRotFix () {return Quaternion.identity;} private void RecalculateReferenceRotation () {this.referanceRotation = Quaternion.Inverse (this.baseOrientation) * Quaternion.Inverse (this.calibration);} private void ResetBaseOrientation () {this.baseOrientationRotationFix = this.GetRotFix () This.baseOrientation = this.baseOrientationRotationFix * this.baseIdentity;} protected void Start () {Input.gyro.enabled = true; base.enabled = true; this.AttachGyro (); this.initialRotation = base.transform.localRotation; this.gyroInitialRotation = Input.gyro.attitude;} private void Update () {gyroOff = PlayerPrefs.GetInt ("gyro-off") = 1 If (this.gyroEnabled) {base.transform.localRotation = Quaternion.Slerp (base.transform.localRotation, this.cameraBase * (ConvertRotation (this.referanceRotation * Input.gyro.attitude) * this.GetRotFix ()), 0.5f); / / 0.1f}} private void UpdateCalibration (bool onlyHorizontal) {if (onlyHorizontal) {Vector3 toDirection = (Vector3) (Input.gyro.attitude *-Vector3.forward); toDirection.z = 0f If (toDirection = = Vector3.zero) {this.calibration = Quaternion.identity;} else {this.calibration = Quaternion.FromToRotation ((Vector3) (this.baseOrientationRotationFix * Vector3.up), toDirection);} else {this.calibration = Input.gyro.attitude;}} private void UpdateCameraBaseRotation (bool onlyHorizontal) {if (onlyHorizontal) {Vector3 forward = base.transform.forward Forward.y = 0f; if (forward = = Vector3.zero) {this.cameraBase = Quaternion.identity;} else {this.cameraBase = Quaternion.FromToRotation (Vector3.forward, forward);}} else {this.cameraBase = base.transform.rotation;}
two。 Create a new Camera camera under camera MainCamera and change the Viewport Rect property of both cameras to divide the screen evenly
3. Create a Cube in the scene
4. Save the scene and package it into apk. You can use a mobile gyroscope to control the rotation of the camera.
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