This probably will go into conceptual things as well, but what I would like to do is take a Raspberry Pi (with a Sense Hat), transmit the gyro values to Unity, and effectively have a 1-1 realistic representation of orientation changes.
I have no problem transmitting values from the Pi to Unity (though learning about hidden firewall rules was fun), however I am lacking some understanding of how to transform raw gyro values to something representative in Unity.
I have not calibrated the Sense hat recently, but know that is something that should be done.
For example, I am transmitting the pitch/roll/yaw values from the Pi (resting normally, these are about:
100.30272132022793, 351.3885231076573 354.9306950697191).
I have a cube gameobject that I've flattened out and set to the origin.
My question is basically, what is the best way to translate raw values from some anonymous object to the Unity coordinate system, and have it rotate appropriately? I don't necessarily want its position to change, just rotation.
Screenshot for reference. Raspberry Pi sending gyro data is on the left, Unity is on the right. Tabletop (flattened cube) is what I'd like to rotate to simulate a ball balancer.