I am rotating the camera in unity using gyroscope input, because I want the player to look around the x,y. However somehow there is also rotation in z. How do I keep the z rotation at 0, while at least remaining the smooth rotation in x and y I have now?
Have been googling but haven't found any solutions which actually keep the z at 0.
Here is the code I use for rotation, it's attached to the camera.
private void Start()
{
_rb = GetComponent<Rigidbody>();
Input.gyro.enabled = true;
}
private void Update()
{
float gyro_In_x = -Input.gyro.rotationRateUnbiased.x;
float gyro_In_y = -Input.gyro.rotationRateUnbiased.y;
transform.Rotate(gyro_In_x, gyro_In_y, 0);
}
My guess is the problem comes from the transform.rotation *= Quaternion.Euler(gyro_In_x, gyro_In_y, 0);
line. Trying setting the rotation value instead of multiplying it:
private void Start()
{
_rb = GetComponent<Rigidbody>();
Input.gyro.enabled = true;
}
private void Update()
{
Vector3 previousEulerAngles = transform.eulerAngles;
Vector3 gyroInput = -Input.gyro.rotationRateUnbiased; //Not sure about the minus symbol (untested)
Vector3 targetEulerAngles = previousEulerAngles + gyroInput * Time.deltaTime * Mathf.Rad2Deg;
targetEulerAngles.z = 0.0f;
transform.eulerAngles = targetEulerAngles;
//You should also be able do it in one line if you want:
//transform.eulerAngles = new Vector3(transform.eulerAngles.x - Input.gyro.rotationRateUnbiased.x * Time.deltaTime * Mathf.Rad2Deg, transform.eulerAngles.y - Input.gyro.rotationRateUnbiased.y * Time.deltaTime * Mathf.Rad2Deg, 0.0f);
}
Hope this helps,
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