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Question by $$anonymous$$ · Jan 31, 2014 at 03:31 PM · quaterniontiltairplaneaircraftinterpolate

Tilt aircraft based on accelerometer

is hard to explain, so i put some images to visualize. i have the aircraft that not move on world space... i put a "LookAt" to move camera around. So when i go to the right (X=+1) i like to tilt the aircraft on Z axis. The same to other side.

See the images:

alt text

alt text

Everything is fine: camera, movement on a limit range... but i can't make the Camera tilt when i go right and left (the view, not the camera itself)... i try Quaternion.AngleAxis, Quaternion.Slerp, Quaternion.FromToRotation...

back-view.jpg (19.9 kB)
top-view.jpg (21.6 kB)
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avatar image poncho · Jan 31, 2014 at 03:33 PM 0
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have you tried Camera.transform.localRotation = new Quaternion.Euler(x,y,z) or similar functions?

avatar image $$anonymous$$ · Jan 31, 2014 at 04:29 PM 0
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i got the rotation but strange behavior.. i tried on a empty gameobject (with camera and other things inside) but still a strange behavior. and no interpolation either. i need a new logic to do this...

avatar image $$anonymous$$ · Jan 31, 2014 at 05:21 PM 0
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the problem is the LookAt attach to camera... this disable the rotation of the camera.. i try without LookAt and works.... but the LookAt script that makes my camera look where i want; makes the camera behave like should be.

avatar image $$anonymous$$ · Feb 01, 2014 at 03:53 AM 0
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ok.. i got it. work perfect... but i have to change everything. Is a logical mistake.. so i delete the "lookAt" and I started from zero. thanks.

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