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Gyroscrop to match starting position camera

Gyroscrop to match starting position camera

by adriaanrijkens on Mar 3rd, 2015 13:11 PM

Hi All,

I would like to be able to set my Dive_camera to a certain angle in my application. When I start the app on my iPhone (5c) I would like the center view to match the exact spot my Dive_Camera is looking at. Somehow it does not try to orient with the camera, but with the axes of the world.

I bet there must be a very simple way to achieve this. However I just do not know how. Your help would be definitely appreciated.

Kind regards,

Adriaan

adriaanrijkens

Posts: 3

Joined: 12.02.2015


Re: Gyroscrop to match starting position camera

by adriaanrijkens on Mar 3rd, 2015 13:56 PM

Just to add to this. Personally I think it would be easiest to just turn off the repositioning. Somewhere with quaternion.identity?

But as you understand I just do not know how to do this.

adriaanrijkens

Posts: 3

Joined: 12.02.2015


Re: Gyroscrop to match starting position camera

by jimmythepage on Apr 29th, 2015 12:18 PM

Did you ever find an answer to that?
Thanks in advance!

jimmythepage

Posts: 2

Joined: 29.04.2015


Re: Gyroscrop to match starting position camera

by Torben on Apr 30th, 2015 10:10 AM

Hi!

There's an option to match the centers of the scene and the cameras on startup,
but what you really want is either to use local rotation instead of the dive plugin's default global rotation (slight changes in OpenDiveSensor.cs),
or use "add rotation gameobject". To do this, add a GameObject as a container for your dive cameras and in editor set "Add Rotation GameObject" to true and
"Rotation GameObject" to your new container GameObject

Torben

Posts: 63

Joined: 26.03.2014

dive-owner


Re: Gyroscrop to match starting position camera

by jimmythepage on May 11th, 2015 10:47 AM

Thanks Torben for the useful tips.
I'll look into that :)

jimmythepage

Posts: 2

Joined: 29.04.2015


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