I am working on AR App(s). We have a Unity app and iOS app. we place different objects on different locations with help of server. This is working well in unity and iOS. Only issue I am facing is about rotation angles.
Unity app gives rotation angle like "transform.localRotation" or "transform.rotation". And in iOS ARKit I provide angles to node like "node.rotation" or "node.orientation" or "node.worldOrientation" But I am unable to make any combination work. Angle of object in Unity differs from angles of object in iOS. How can I make them sync accurately?
You have to convert angle(xyz) into quaternion(xyzw).
Vector3 angle = new Vector3(0, 0, 0);
node.rotation = Quaternion.Euler(angle);
and it's very basic of getting angle from rotation.
node.rotation.eulerAngles
btw, this is something basic... please be reminded.
the last thing I guess, is mis-matching angle value between Editor Inspector and the output. Please be reminded that the Inspector value is just for preview purpose, which you can input any range freely(>360 or < -360..etc).
But rotation from transform should have a default range value.
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