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1 | // iPhone gyroscope-controlled camera demo v0.3 8/8/11 | |
2 | // Perry Hoberman <[email protected]> | |
3 | // Directions: Attach this script to main camera. | |
4 | // Note: Unity Remote does not currently support gyroscope. | |
5 | ||
6 | private var gyroBool : boolean; | |
7 | private var gyro : Gyroscope; | |
8 | private var rotFix : Quaternion; | |
9 | public var fpc : GameObject; | |
10 | ||
11 | function Start() { | |
12 | ||
13 | Screen.orientation = ScreenOrientation.LandscapeLeft; | |
14 | ||
15 | var originalParent = transform.parent; // check if this transform has a parent | |
16 | var camParent = new GameObject ("camParent"); // make a new parent | |
17 | camParent.transform.position = transform.position; // move the new parent to this transform position | |
18 | transform.parent = camParent.transform; // make this transform a child of the new parent | |
19 | camParent.transform.parent = originalParent; // make the new parent a child of the original parent | |
20 | ||
21 | gyroBool = Input.isGyroAvailable; | |
22 | ||
23 | if (gyroBool) { | |
24 | ||
25 | gyro = Input.gyro; | |
26 | gyro.enabled = true; | |
27 | ||
28 | if (Screen.orientation == ScreenOrientation.LandscapeLeft) { | |
29 | camParent.transform.eulerAngles = Vector3(90,90,0); | |
30 | } else if (Screen.orientation == ScreenOrientation.Portrait) { | |
31 | camParent.transform.eulerAngles = Vector3(90,180,0); | |
32 | } | |
33 | ||
34 | if (Screen.orientation == ScreenOrientation.LandscapeLeft) { | |
35 | rotFix = Quaternion(0,0,0.7071,0.7071); | |
36 | } else if (Screen.orientation == ScreenOrientation.Portrait) { | |
37 | rotFix = Quaternion(0,0,1,0); | |
38 | } | |
39 | } else { | |
40 | print("NO GYRO"); | |
41 | } | |
42 | } | |
43 | ||
44 | function Update () { | |
45 | if (gyroBool) { | |
46 | var camRot : Quaternion = gyro.attitude * rotFix; | |
47 | transform.localRotation = camRot; | |
48 | var direction : Vector3 = camRot * Vector3.up; | |
49 | direction.y = 0; | |
50 | gameObject.Find("print").guiText.text = direction.ToString(); | |
51 | //fpc.transform.rotation = Quaternion.LookRotation(direction); | |
52 | } | |
53 | } |