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@BichengLUO
Last active November 30, 2021 00:37
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A Unity3D script for rotating the camera according to the device's accelerometer
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
public class GravityCamera : MonoBehaviour
{
public GameObject target;
public Vector3 centerOffset;
public float sensitivity = 1000;
public float horizontalRange = 60;
public float verticalRange = 30;
public int filterWindowSize = 5;
private Vector3 initialPosition;
private Quaternion initialRotation;
private Queue<Vector3> filter;
// Use this for initialization
void Start()
{
initialPosition = transform.position;
initialRotation = transform.rotation;
filter = new Queue<Vector3>();
}
// Update is called once per frame
void Update()
{
transform.position = initialPosition;
transform.rotation = initialRotation;
filter.Enqueue(Input.acceleration);
if (filter.Count > filterWindowSize)
filter.Dequeue();
float totalX = 0, totalY = 0;
foreach (Vector3 acc in filter)
{
totalX += acc.x;
totalY += acc.y;
}
float filteredX = totalX / filter.Count;
float filteredY = totalY / filter.Count;
float xc = -filteredX * horizontalRange;
float yc = (0.5f + filteredY) * 2 * verticalRange;
xc = Clamp(xc, -horizontalRange, horizontalRange);
yc = Clamp(yc, -verticalRange, verticalRange);
transform.RotateAround(target.transform.position + centerOffset, Vector3.up, xc);
transform.RotateAround(target.transform.position + centerOffset, Vector3.right, yc);
}
public T Clamp<T>(T val, T min, T max) where T : IComparable<T>
{
if (val.CompareTo(min) < 0) return min;
else if (val.CompareTo(max) > 0) return max;
else return val;
}
public void OnDisable()
{
transform.position = initialPosition;
transform.rotation = initialRotation;
}
/*
void OnGUI()
{
GUI.skin.label.fontSize = GUI.skin.box.fontSize = GUI.skin.button.fontSize = 20;
GUI.Box(new Rect(5, 5, 200, 40), String.Format("{0:0.000}", Input.acceleration.x));
GUI.Box(new Rect(5, 50, 200, 40), String.Format("{0:0.000}", Input.acceleration.y));
GUI.Box(new Rect(5, 95, 200, 40), String.Format("{0:0.000}", Input.acceleration.z));
float xc = -Input.acceleration.x * horizontalRange;
float yc = (0.5f + Input.acceleration.y) * 2 * verticalRange;
xc = Clamp(xc, -horizontalRange, horizontalRange);
yc = Clamp(yc, -verticalRange, verticalRange);
GUI.Box(new Rect(5, 150, 200, 40), String.Format("XC:{0:0.000}", xc));
GUI.Box(new Rect(5, 195, 200, 40), String.Format("YC:{0:0.000}", yc));
}
*/
}
@carter1990
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☄ AR Camera ACCELEROMETER – NEW UNITY ASSET

When it comes to augmented reality, it is usually implied that the user of your game or application has a modern device.

Moreover, such a smartphone should not be from the budget class itself. We need a gyroscope, and even a higher OS version and so on.

In budget devices, there is an accelerometer sensor, which is not designed to implement augmented reality. More precisely, it does not provide enough data.

It turns out that such users will not be able to use the AR-application. But if you really, really want, then you can give them such a chance.

I have developed an AR camera for Unity using an accelerometer.
Researchers say that it works on 90% of devices.

☄ Download: http://u3d.as/YSM
☄ Download: http://u3d.as/YSM
☄ Download: http://u3d.as/YSM

⛑ I answer any questions: [email protected]
⛑ Support: [email protected]

✏ Documentation: https://makaka.org/ar-camera-accelerometer/

ar-camera-accelerometer-screenshot-1

LOL BRO CHILL. You got all this free information from github and sold it all on the unity asset store and now you are advertising on free INFO? GTFOH

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