I am making a mobile VR project in Unity, and I have a 360-degree video that starts playing where I can look around using a VR headset.
I am trying to set the start rotation of the video to the same rotation as my phone. So no matter where I look when I start the video, that should be my start rotation. I used Input.gyro.attitude
in the start but that did not fix my problem. I think I am using it wrong.
This is my code (on the camera inside the sphere):
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Gyroscope : MonoBehaviour
{
private bool gyroEnabled;
private Gyroscope gyro;
private GameObject cameraContainer; //A camera container for my main camera
private GameObject videoSphere; //The sphere my video is in
private Quaternion rot;
private void Start()
{
videoSphere = GameObject.FindGameObjectWithTag("Video");
cameraContainer = new GameObject("Camera Container");
gyroEnabled = EnableGyro();
cameraContainer.transform.position = transform.position; // put the cameracontainer into the sphere
cameraContainer.transform.rotation = Input.gyro.attitude; // here I want to set the cameracontainer to the rotation of my phones gyroscope
transform.SetParent(cameraContainer.transform); // make my main camera a child of the camera Container
videoSphere.transform.localRotation = cameraContainer.transform.rotation; // Here I wanted to set my sphere rotation to the camera rotation
Debug.Log(videoSphere.transform.localRotation);
}
private bool EnableGyro()
{
if (SystemInfo.supportsGyroscope)
{
Input.gyro.enabled = true; // turn on my gyroscope
cameraContainer.transform.rotation = new Quaternion(0, 90, -90, 0); // rotate my camera container so the video shows good
rot = new Quaternion(0, 0, 1, 0); // set the variable rot so that you can turn your device
return true;
}
return false;
}
private void Update()
{
if (gyroEnabled)
{
transform.localRotation = Input.gyro.attitude * rot; //this makes you turn the device and it recognizes the input of the phones gyroscope
}
}
}
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