How would one go about using the gyroscope, or whatever AR-magic or related tech Android provides, to have the phone rotation become the in-3D-scene-camera rotation? Basically, I have a scene in Unity/ C#, and when it runs on Android I want to have the user be able to view the scene as if the phone was the in-world camera, a bit like in VR. So if one rotates the phone leftways, for instance, one sees what is to the left in the 3d scene, as if one was standing inside it. Thanks!
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I am trying out the MapBox SDK for Unity.
https://www.mapbox.com/unity/
This provides a 2D map where you can zoom in and out to preview
different levels of detail.This honestly works like a charm.
I am trying to get this 2D map working in Virtual Reality.
The only problem is that it is lagging since the VR camera moves a
lot.
I am using either SteamVR Player or CameraRig.
Does someone know how to improve the MapBox performance for Virtual Reality?
At this point, my unity is just freezing.
I am looking forward for any advice / insight
I want to swipe and turn the camera.
I reproduced the Maincraft in Windwos with Character 's First Person Controll.And how do you implement it on Android?I use joystick for the movement, but I want to swipe the rotation of the camera.What should I do?
Unity is a multiplatform game engine but you can't expect to create one game and run it everywhere. FPC have a desktop implementation and it's not intended to be used for mobile device. If you are interested in Android development I suggest you to take a look at Unity's Android SDK.
When using the unity editor all animations tied to the camera work, but when build and deployed onto the hololens the animation wont process(being overridden by real life coordinates), the way to get around this is by attaching it to a random gameObject. My issue is giving the user the ability to roam around space whilst tying animations and force movements to the cameras parent(empty gameObject).
I have tried making the gameobject stay where the camera is but obviously this just makes for constant motion.
Is there any way to keep the cameras parent exactly where the camera is in order to stop the animations going glitchy?
I am trying to create a 2d platformer game in Unity 5 following these tutorials: https://www.3dbuzz.com/training/view/creating-2d-games-in-unity-45
I am however running into a problem where when I hit the play button in Unity my character simply does not appear inside the game. I made sure he is on the right layer and has all of the required scrips associated to him and still no dice...
Here is a copy of my source code: https://mega.co.nz/#!4YFAVLxA!8UZieNrqI3F1--4HsaLPPfw_ICbCkG7uGZVuWAfmSyY
In the end the issue was that my main camera was not far enough on the Z axis and unity was rendering my player behind the camera!
I fixed it by setting the camera's Z coordinate to -100 instead on -10.
I've made an unity game for iOS devices. It has a game object(sphere) which moves by the force applied to it. But I want to limit the sphere within the screen bounds.
I've seen the unity reference to Bounds, but i don't know how apply it according to the iOS device screens. Please Help.
ThankYou.
Use Mathf.clamp to keep your movement within the screen size. This will be more efficient than using colliders on the edges of your screen. Just play around with your object until you get the right numbers to keep it on your screen. Of course if you plan to use iOS tablets etc you will need to be able to account for the change in your clamping area.
Here is a link to the Unity Documentation which actually includes an example of what you are trying to do.
http://docs.unity3d.com/Documentation/ScriptReference/Mathf.Clamp.html