void Update() { if (SSCompassInput.GetRingDown()) { Input.gyro.enabled = !Input.gyro.enabled; } #if UNITY_EDITOR if (Input.GetMouseButtonDown(0)) { mousePos = Input.mousePosition; } else if (Input.GetMouseButton(0)) { mousePos = Input.mousePosition - mousePos; Quaternion xRot = Quaternion.AngleAxis(10 * Time.deltaTime * -mousePos.x, transform.up); Quaternion yRot = Quaternion.AngleAxis(10 * Time.deltaTime * mousePos.y, transform.right); newForward = xRot * yRot * newForward; newUp = xRot * yRot * newUp; mousePos = Input.mousePosition; } #else gyroAttitube = Input.gyro.attitude; newUp = Vector3.up; gyroForward = (gyroAttitube) * Vector3.forward; gyroUp = (gyroAttitube) * Vector3.up; newForward = GyroForwardToWorld(gyroForward); newUp = GyroUpToWorld(gyroUp); #endif transform.LookAt(transform.position + newForward, newUp); }
void Awake() { if (instance != null) { Destroy(this); } else { instance = this; Input.compass.enabled = true; DontDestroyOnLoad(gameObject); } }