参考 https://blog.csdn.net/haobaworenle/article/details/54135110
参考 https://blog.csdn.net/alone_ws/article/details/109773257
示例:陀螺仪控制像机旋转
using UnityEngine; using UnityEngine.UI; /// <summary> /// 陀螺仪控制像机旋转 /// </summary> public class GyroCamera : MonoBehaviour { private Transform cacheTransform; [Tooltip("旋转偏移")] [SerializeField] private Vector3 originAxisRotation = Vector3.zero; [Tooltip("旋转速度")] [SerializeField] private float speed = 0.2f; [Tooltip("固定X轴")] [SerializeField] private bool freezeX = false; [Tooltip("固定Y轴")] [SerializeField] private bool freezeY = false; [Tooltip("固定Z轴")] [SerializeField] private bool freezeZ = false; public Text debugText; private void Awake() { Screen.sleepTimeout = SleepTimeout.NeverSleep; cacheTransform = transform; } private void Start() { if (SystemInfo.supportsGyroscope) { //设置设备陀螺仪的开启/关闭状态,使用陀螺仪功能必须设置为 true Input.gyro.enabled = true; //设置陀螺仪的更新检索时间,即隔 0.1秒更新一次 Input.gyro.updateInterval = 0.1f; //获取设备重力加速度向量 //Vector3 deviceGravity = Input.gyro.gravity; //设备的旋转速度,返回结果为x,y,z轴的旋转速度,单位为(弧度/秒) //Vector3 rotationVelocity = Input.gyro.rotationRate; //获取更加精确的旋转 //Vector3 rotationVelocity2 = Input.gyro.rotationRateUnbiased; //获取移除重力加速度后设备的加速度 //Vector3 acceleration = Input.gyro.userAcceleration; } } private void Update() { if (SystemInfo.supportsGyroscope) { Quaternion attitude = GyroAttitude(); Quaternion rotation = Quaternion.Slerp(cacheTransform.rotation, attitude, speed); Vector3 euler = rotation.eulerAngles; euler.x = freezeX ? 0 : euler.x; euler.y = freezeY ? 0 : euler.y; euler.z = freezeZ ? 0 : euler.z; cacheTransform.rotation = Quaternion.Euler(euler); if (debugText != null) { string debug = string.Format("Gyro: {0}\nCamera: {1}", Input.gyro.attitude, cacheTransform.rotation.eulerAngles); debugText.text = debug; } } } // Unity: 左手坐标系 // 陀螺仪: 右手坐标系 // 将旋转从右手坐标系转换到左手坐标系 private Quaternion ConvertRotation(Quaternion q) { // 右手坐标系转左手坐标系只需将z轴反向即可 // q.w: 像机旋转方向与手机旋转方向相反 //-q.w: 像机旋转方向与手机旋转方向相同 return new Quaternion(q.x, q.y, -q.z, -q.w); } // 手机水平放置时陀螺仪态势为0 // 获取陀螺仪态势 private Quaternion GyroAttitude() { Quaternion q = ConvertRotation(Input.gyro.attitude); if (Screen.orientation == ScreenOrientation.Portrait) q = Quaternion.Euler(90, 0, 0) * q;//竖屏校正 q = q * Quaternion.Euler(originAxisRotation); return q; } }