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Question by nsergeev · Feb 12, 2021 at 03:12 AM · iosinputgyroscope

new Input System iOS Attitude

Hey Unity team,

I already liked to use the new input system, but once I decided to try sensors with iOS I faced some issues: When I enable and read values from Gyroscope.current, it seems fine. However, when I attempt to enable AttitudeSensor, I already face problems. I double checked: https://docs.unity3d.com/Packages/com.unity.inputsystem@0.9/manual/Sensors.html but I also checked Apple's iPhone XR page, where it is written that it has no such a sensor. But I wonder how Input.gyro.attitude works fine then? Look here: https://docs.unity3d.com/2017.1/Documentation/ScriptReference/Gyroscope.html

  //# if UNITY_IOS
  using Gyroscope = UnityEngine.InputSystem.Gyroscope;
  //#endif
 
 /* ... */
 
     // it works fine
     var gyroscope = Gyroscope.current;
     if (gyroscope != null)
     {
            InputSystem.EnableDevice(gyroscope);
            Debug.Log(gyroscope.enabled ? "Gyroscope is enabled" : "Gyroscope is NOT enabled");
     }
         
     // it doesn't work at all – because attitude is null ... I checked it later with else after that block
     var attitude = AttitudeSensor.current;
     if (attitude != null)
     {
            InputSystem.EnableDevice(attitude);
            Debug.Log(attitude.enabled ? "AttitudeSensor is enabled" : "AttitudeSensor is NOT enabled");
     }
 
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Answer by latamakuchi · 2 days ago

I had a similar issue earlier where the AttitudeSensor would do absolutely nothing on iOS. Fixed it by going to Edit > Project Settings > Input System Package, creating a settings asset with the button there, then checking the Motion Usage box for iOS and filling in a description.

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