Version: 5.5

Gyroscope

class in UnityEngine

マニュアルに切り替える

説明

ジャイロスコープにアクセスするクラスです。

Use this class to access the gyroscope. The example script below shows how the Gyroscope class can be used to view the orientation in space of the iOS device.

// iOS gyroscope example
//
// Create a cube with camera vector names on the faces.
// Allow the iPhone to show named faces as it is oriented.

using UnityEngine; using UnityEngine.iOS;

public class ExampleScript : MonoBehaviour { // Faces for 6 sides of the cube private GameObject[] quads = new GameObject[6];

// Textures for each quad, should be +X, +Y etc // with appropriate colors, red, green, blue, etc public Texture[] labels;

void Start() { // make camera solid colour and based at the origin GetComponent<Camera>().backgroundColor = new Color(49.0f / 255.0f, 77.0f / 255.0f, 121.0f / 255.0f); GetComponent<Camera>().transform.position = new Vector3(0, 0, 0); GetComponent<Camera>().clearFlags = CameraClearFlags.SolidColor;

// create the six quads forming the sides of a cube GameObject quad = GameObject.CreatePrimitive(PrimitiveType.Quad);

quads[0] = createQuad(quad, new Vector3(1, 0, 0), new Vector3(0, 90, 0), "plus x", new Color(0.90f, 0.10f, 0.10f, 1), labels[0]); quads[1] = createQuad(quad, new Vector3(0, 1, 0), new Vector3(-90, 0, 0), "plus y", new Color(0.10f, 0.90f, 0.10f, 1), labels[1]); quads[2] = createQuad(quad, new Vector3(0, 0, 1), new Vector3(0, 0, 0), "plus z", new Color(0.10f, 0.10f, 0.90f, 1), labels[2]); quads[3] = createQuad(quad, new Vector3(-1, 0, 0), new Vector3(0, -90, 0), "neg x", new Color(0.90f, 0.50f, 0.50f, 1), labels[3]); quads[4] = createQuad(quad, new Vector3(0, -1, 0), new Vector3(90, 0, 0), "neg y", new Color(0.50f, 0.90f, 0.50f, 1), labels[4]); quads[5] = createQuad(quad, new Vector3(0, 0, -1), new Vector3(0, 180, 0), "neg z", new Color(0.50f, 0.50f, 0.90f, 1), labels[5]);

GameObject.Destroy(quad); }

// make a quad for one side of the cube GameObject createQuad(GameObject quad, Vector3 pos, Vector3 rot, string name, Color col, Texture t) { Quaternion quat = Quaternion.Euler(rot); GameObject GO = Instantiate(quad, pos, quat); GO.name = name; GO.GetComponent<Renderer>().material.color = col; GO.GetComponent<Renderer>().material.mainTexture = t; GO.transform.localScale += new Vector3(0.25f, 0.25f, 0.25f); return GO; }

protected void Update() { GyroModifyCamera(); }

protected void OnGUI() { GUI.skin.label.fontSize = Screen.width / 40;

GUILayout.Label("Orientation: " + Screen.orientation); GUILayout.Label("input.gyro.attitude: " + Input.gyro.attitude); GUILayout.Label("iphone width/font: " + Screen.width + " : " + GUI.skin.label.fontSize); }

/********************************************/

// The Gyroscope is right-handed. Unity is left handed. // Make the necessary change to the camera. void GyroModifyCamera() { transform.rotation = GyroToUnity(Input.gyro.attitude); }

private static Quaternion GyroToUnity(Quaternion q) { return new Quaternion(q.x, q.y, -q.z, -q.w); } }


iOS Screen-shot showing +Z, +Y and -X

変数

attitudeデバイスの傾き具合を返します
enabledジャイロスコープの状態を設定・取得します
gravityデバイスの参照フレームでの正確な重力加速度のベクトルを返します
rotationRateデバイスのジャイロスコープで測定された回転率を返します
rotationRateUnbiasedデバイスのジャイロスコープで測定されたバイアスなしの回転率を返します
updateInterval秒単位のジャイロスコープの間隔を設定/取得します
userAccelerationユーザーが与える加速度を返します