| unity获取设备的重力1.调用API Input.acceleration方法void Update(){
       Vector3 playerMoveDir=Vector3.zero;
       playerMoveDir.x= Input.acceleration.x;
       playerMoveDir.y= Input.acceleration.y;
       transform.Rotate(playerMoveDir * 70 * Time.deltaTime);
}
 这样就可以实现使用重力感应来控制物体的选择2.初始化重力感应的方向(校正)    private Vector3 playerMoveDir;
    
    Matrix4x4 baseMatrix = Matrix4x4.identity;
    private Vector3 testxuanzhuan = Vector3.forward;
    private void FixedUpdate()
    {
            playerMoveDir.x = AdjustedAccelerometer.y;
            playerMoveDir.y = AdjustedAccelerometer.x;
            transform.Rotate(playerMoveDir * 70 * Time.deltaTime);
    }
    
    void CalibrateAcceleration()
    {
        Quaternion rotate = Quaternion.FromToRotation(new Vector3(0,0,-1), Input.acceleration);
        Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, rotate, new Vector3(1.0f, 1.0f, 1.0f));
        this.baseMatrix = matrix.inverse;
    }
    
    public Vector3 AdjustedAccelerometer
    {
        get
        {
            return this.baseMatrix.MultiplyVector(Input.acceleration);       
        }
    }
 这样就可以实现校准了 |