Over 11,000 five-star assets
Rated by 85,000+ customers
Supported by 100,000+ forum members
Every asset moderated by Unity
Unity Version | Built-in | URP | HDRP |
---|---|---|---|
6000.0.38f1 | Not compatible | Compatible | Not compatible |
Camera Script works independently of the Render Pipeline.
[ Documentation | Support | Forum | Map of Assets ]
Sensor Camera — cross-platform First Person Camera Controller (FPS Game view). It automatically selects a Motion Sensor (Gyroscope or Accelerometer) on Mobile Devices or Mouse + Keyboard on Desktop Platforms.
[ Documentation | Support | Forum | Map of Assets ]
It doesn’t use live video input from the Back/Rear Camera of a Mobile Device like in Augmented Reality Cameras: AR Camera Lite or AR + VR: MR Camera.
👉 Features
Bring the enchanting Power of the Universal First-Person View Camera into your amazing Game or App. There are no limitations between Input Devices and Target Platforms, but Asset was tested this way:
- Motion Sensors on Mobile Devices (iOS, Android, WebGL) with 2 Modes:
- Gyroscope or Accelerometer.
- Spectator (Flythrough) Mode on Desktop (Windows, macOS, WebGL):
- Mouse and Keyboard.
- Auto Selection of User Input Device:
- Gyroscope → Accelerometer → Mouse + Keyboard.
- Device Orientations: Portrait, Landscape.
🍏 Package Contains
- Demo Scene with Cubes.
- Menu Scene with Safety Tutorial.
- Menu Scene with Mode Selection: Gyro, Accelerometer, No Sensors, Default.
- Loading Screen to switch scenes seamlessly.
👉 Camera Modes
The camera automatically selects User Input Device:
Gyroscope → Accelerometer → Mouse + Keyboard.
There are no limitations between Input Devices and Target Platforms.
👉 👉 Motion Sensors: Gyro vs. Accelerometer
Motion Sensors are usually used on Mobile Devices. The more accurate sensor will be selected:
- Gyroscope Mode: 3DoF — it can track rotational motion, but not translational.
- Accelerometer Mode (horizontal rotation is limited): tilting the phone to the left or right rotates the camera around the Y-axis.
90% of all mobile devices have an accelerometer and video camera, but only 40% have a gyroscope.
If the User Device has a Gyroscope, then it will be used for camera motion first. Otherwise, an Accelerometer will be used because it has less accuracy & stability than a Gyroscope in the case of the First-Person View.
👉 👉 Spectator (Flythrough) Mode: Mouse + Keyboard
If the User Device has not any Motion Sensor, then Mouse + Keyboard will be used for camera motion first. It’s usually used on Desktop Platforms:
- Smooth Movement using WASDQE keys.
- Smooth Camera Rotation using the Right Mouse Button by Default. You can also use any other mouse button, or Rotate the Camera without a button pressed at all.
✨ Limitations
Hardware nuances of the gyroscope & accelerometer (asset code does not affect it):
- Different devices have different sensors, and therefore different deviations and drifts.
- Drift is natural for the mobile sensors.
📚 Docs & Support
I state the work of the asset only with uploaded Unity version or with the version indicated in the latest online docs that contain all instructions for the 1st launch.
If you find a bug, or you can't use the asset as you need, please first
get the support before leaving a review on the asset store.
I am here to help and to improve my assets for the best.
Response time can be up to 5 business days.
Sensor Camera (First Person): Gyroscope & Accelerometer
