Quantcast
Channel: Latest Questions by Teriander
Viewing all articles
Browse latest Browse all 16

Vector 3 and Acceleration Issue

$
0
0
Hi, I have a set of code that rotates my camera based on "Acceleration" (working on Android). It works fine except my camera starts off straight down. I can't figure out how to start the camera looking straight. Basically I'm trying to get the head movement to start off looking straight and have a up/down and left/right motion. Any suggestions? [Range(0, 355)] public float minAngle = 50f; [Range(0, 355)] public float maxAngle = 310f; void Update () { transform.Rotate(Vector3.right * Input.acceleration.y * 2.0f); if (transform.eulerAngles.x >= minAngle && transform.eulerAngles.x <= (minAngle)) transform.eulerAngles = new Vector3(0f, 0f, minAngle); if (transform.eulerAngles.x <= maxAngle && transform.eulerAngles.x >= (maxAngle)) transform.eulerAngles = new Vector3(0f, 0f, maxAngle); transform.Rotate(Vector3.down * Input.acceleration.x * 2.0f); if (transform.eulerAngles.z >= minAngle && transform.eulerAngles.z <= (minAngle)) transform.eulerAngles = new Vector3(0f, 0f, minAngle); if (transform.eulerAngles.z <= maxAngle && transform.eulerAngles.z >= (maxAngle)) transform.eulerAngles = new Vector3(0f, 0f, maxAngle); }

Viewing all articles
Browse latest Browse all 16

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>