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Timeline for Gyroscope inaccuracy

Current License: CC BY-SA 3.0

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Oct 20, 2017 at 15:43 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Sep 7, 2017 at 5:14 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Aug 7, 2017 at 5:24 history edited Muhammad Faizan Khan CC BY-SA 3.0
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Jul 13, 2017 at 12:59 comment added DMGregory This is just from personal experience implementing motion controls on eg. the Wii remote or SixAxis/DualShock3 & 4. With only a rate gyro and accelerometer, we don't have an absolute yaw reference, so a resting yaw of 90° isn't necessarily meaningful — it could just be accumulated drift as kolenda describes. One strategy to reduce distractions from that spurious yaw is to pull it to zero when at rest. If you have a magnetometer, you can use that for an absolute yaw reference instead, but it's not necessarily automatic. You might need to enable it or fuse it yourself as discussed below.
Jul 13, 2017 at 12:17 comment added Muhammad Faizan Khan @DMGregory And You mean that a device that has magnetometer sensor will not make this problem? yaw auto adjustment problem?
Jul 13, 2017 at 12:16 comment added Muhammad Faizan Khan @DMGregory Thanks for valuable input. Can you please refer me the source, where did you get that? and sorry i don't have access to device Samsung s5 now so i can't test.
Jul 13, 2017 at 11:34 answer added kolenda timeline score: 1
Jul 13, 2017 at 11:20 comment added DMGregory I know some systems without a magnetometer will slowly center themselves back to a reference yaw value, in an attempt to keep errors from accumulating into large variances in yaw. I don't know if Unity does this. What kind of results are you getting from Input.compass?
Jul 13, 2017 at 10:37 history edited Muhammad Faizan Khan CC BY-SA 3.0
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Jul 12, 2017 at 10:37 history asked Muhammad Faizan Khan CC BY-SA 3.0