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Emulates a gyro based on the compass and the accelerometer. Can be used for implementing VR on devices with no gyro sensor.The legacy shaders used in the demo scene may not be supported on render pipelines other than the built-in one; However, the tool itself is a C# library which is independent of the render pipeline used.What this tool doesThis tool allows you to emulate a gyro on devices which don't have a gyro sensor, but an accelerometer and a compass.The main static class (VirtualGyro.Gyro) calculates the phone's attitude from the compass and accelerometer input.When it is usefulThis tool is useful for VR game developers who want to increase the number of devices supported.FeaturesProperty names are matching the properties of Input.gyro (attitude, updateIntervall, enabled, gravity)Supported propertyBuilt-in input smoothening system (You can also implement your own.)No setup needed. Just import it, and you can already call VirtualGyro.Gyro.enabled = true;Test mode (VirtualGyro.Gyro.Testmode), which simulates a constant rotation around the Y axis.Offline HTML and PDF documentationThe documentation includes two guides. One for general usege, and another one for using custom input smootheners.Example sceneSee it for yourselfTo see this tool in action, check out the game for which I have developed it originally. You can find more info about it on this website: https://danielpolish.hu/projects/flightsim.html(The VR tickbox on the main menu should have a dotted tick in it, to use Virtual Gyro.)DocumentationThe package comes with an offline HTML documentation (+ guide), but it can also be viewed athttps://www.danielpolish.hu/guides/virtualgyro/index.htmlThis tool had only been tested (by me) on Android, but since it doesn't have any Android specific code, it should work on iOS as well.The legacy shaders used in the demo scene may not be supported on render pipelines other than the built-in one; However, the tool itself is a C# library which is independent of the render pipeline used.
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