0 votes

Hi all,

I have a question about The Default VR: Native Mobile.
This is the guestions:
1.Will the game run on mobile device (Android) with VR Interface (Screen split left and right)?
2. Will the game use accelerometer or gyroscope for head tracking?
3. In VR What is the different between head tracking using accelerometer and gyroscope? And what happen if the phone dont have gyro sensor?

That's all for now, thanks for answering.

in Engine by (81 points)

This comes as a comment as I haven't used godot 3's MobileVR yet. But I work with acceleration and gyro sensors to control the camera on Godot 2 and I've just had a look at the MobileVR sources.

1) The default MobileVR Interface should run on iOS and Android with simple VR-Devices. Such as Google Cardboard.
Google Cardboard is some piece of carton with 2 lenses and a place where to put your phone. No extra sensors no motion sensing in the "cardboard" itself. You can configure it to support (similar) devices of different dimensions. It seems that the cardboard "standard" allows devices to come with QR-Codes to automatically configure these settings but Godot can't use such QR-Codes, yet.
Short answer: yes with "google card board"-like devices.

More fancy devices with movement sensors or 3d controllers not yet.

2) There's code for head-tracking in the MobileVR Class and accelerometer + gyroscope is supported.
So: yes

3) It seems like there's a fallback to the the magetometer (compass) sensors (maybe also a general use of the magnetic sensors). So the Interface might do "something" as long as there are at least acceleration sensors. But: Without a gyro sensor the display might lack (be shaky or wrongly oriented). Also "yaw" rotations (around-y axis) might not be possible if also the magnetic sensor is missing.

Ok, thanks for the comment. You should write it in the answer tho. So, without gyro it possible to make VR Mobile. But it limited. For the "yaw" rotations. maybe I can use head tilt motion.

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