![]() ![]() I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from. It is very common for general purpose game engines to use quaternions for describing objects' rotations. Starting today, we’re beginning a closed beta for Muse Chat. The eventual goal of Muse is to enable you to create almost anything in the Unity Editor using natural input such as text prompts and sketches. Quaternions are used somewhat like rotation matrices, but have fewer components you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with. Unity Muse is an AI platform that accelerates the creation of real-time 3D applications and experiences like video games and digital twins. Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. The Unity project is located in src/Unity. Notes The master branch should mirror jsonfx. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”). Installation Install Unity-JsonFX-2.0.unitypackage in your Unity project ( Assets->Import Package->Import Custom Package. ![]() The minimal solution to this is to add a roll component to your camera state. doubledutch Joined: Posts: 5 I would like to subscribe to this thread as Ive been hunting all afternoon for short example of using JsonFX in Unity 3 and I cant find one anywhere. Tip: If you cannot find the software installation path, you can follow the path. As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw. The file should be stored in the actual installation path of the software. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”.
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