// Use this for initialization
    void Start()
    {
        // for distance calculation --> its much easier to make adjusments in the editor, just put
        // your camera where you want it to be
        if (target == null)
        {
            Debug.LogWarning("Warning! Target for TurntableSensorCamera is null."); return;
        }

        // if distance is set to zero, use current camera position --> easier setup
        if (distance == 0)
        {
            distance = (transform.position - target.position).magnitude;
        }

        // if you start the app, you will be viewing in the same direction your unity camera looks right now
        if (useRelativeCameraRotation)
        {
            initialCameraRotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
        }
        else
        {
            initialCameraRotation = Quaternion.identity;
        }
        // direct call
        // Sensor.Activate(Sensor.Type.RotationVector);

        // SensorHelper call with fallback
        SensorHelper.ActivateRotation();
//		SensorHelper.TryForceRotationFallback(RotationFallbackType.OrientationAndAcceleration);

        StartCoroutine(Calibration());
    }
Beispiel #2
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    void Start()
    {
        SensorHelper.ActivateRotation();
        initialSensorValue = SensorHelper.rotation;
        gotFirstValue      = false;

        StartCoroutine(Calibration());
    }
Beispiel #3
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        void Start()
        {
            // Used to enable standalone client to run beside server on same machine
            Screen.fullScreen = false;

            SensorHelper.ActivateRotation();
            //StartCoroutine(Calibration());
        }
Beispiel #4
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        void Start()
        {
            SensorHelper.ActivateRotation();

            PrimeraPersona = UIUtils.Find("/Vista1erPersona").camera;
            TerceraPersona = UIUtils.Find("/Vista3erPersona").camera;

            CambiarCamaraTerceraPersona();
        }
Beispiel #5
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    // Use this for initialization
    void Start()
    {
        // you can use the API directly:
        // Sensor.Activate(Sensor.Type.RotationVector);

        // or you can use the SensorHelper, which has built-in fallback to less accurate but more common sensors:
        SensorHelper.ActivateRotation();

        useGUILayout = false;
    }
Beispiel #6
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 // Use this for initialization
 void Start()
 {
     // or you can use the SensorHelper, which has built-in fallback to less accurate but more common sensors:
     SensorHelper.ActivateRotation();
 }