如何使用Unity3D检测移动设备上的抖动?C#

Mag*_*age 10 c# mobile accelerometer unity-game-engine

我会假设Unity有一些事件触发器,但我在Unity3d文档中找不到一个.我是否需要处理加速度计的变化?

谢谢你们.

Dan*_*ard 15

关于检测"抖动"的优秀讨论可以在Unity论坛的这个主题中找到.

来自Brady的帖子:

从我在一些Apple iPhone示例应用程序中可以看出,您基本上只需设置矢量幅度阈值,在加速度计值上设置高通滤波器,然后如果该加速度矢量的幅度超过您设定的阈值,它被认为是"动摇".

jmpp建议的代码(为了可读性而修改并更接近有效的C#):

float accelerometerUpdateInterval = 1.0f / 60.0f;
// The greater the value of LowPassKernelWidthInSeconds, the slower the
// filtered value will converge towards current input sample (and vice versa).
float lowPassKernelWidthInSeconds = 1.0f;
// This next parameter is initialized to 2.0 per Apple's recommendation,
// or at least according to Brady! ;)
float shakeDetectionThreshold = 2.0f;

float lowPassFilterFactor;
Vector3 lowPassValue;

void Start()
{
    lowPassFilterFactor = accelerometerUpdateInterval / lowPassKernelWidthInSeconds;
    shakeDetectionThreshold *= shakeDetectionThreshold;
    lowPassValue = Input.acceleration;
}

void Update()
{
    Vector3 acceleration = Input.acceleration;
    lowPassValue = Vector3.Lerp(lowPassValue, acceleration, lowPassFilterFactor);
    Vector3 deltaAcceleration = acceleration - lowPassValue;

    if (deltaAcceleration.sqrMagnitude >= shakeDetectionThreshold)
    {
        // Perform your "shaking actions" here. If necessary, add suitable
        // guards in the if check above to avoid redundant handling during
        // the same shake (e.g. a minimum refractory period).
        Debug.Log("Shake event detected at time "+Time.time);
    }
}
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注意:我建议您阅读整个线程以获取完整的上下文.