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testcoremotion's Introduction

TestCoreMotion

Test project to test the core motion enhancements I added to Godot

Note that in order to use this you'll need: godotengine/godot#7127

In theory this example will work on Android as well however the current Android implementation does not provide the gravity vector, only the unprocessed accelerometer data. Android can easily be enhanced to provide the gravity vector by implementing TYPE_GRAVITY but lacking an Android device to work with I haven't been able to implement this.

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testcoremotion's Issues

Dedicate to public domain if this is going to be common code

Hey B,

Upon testing using stock Godot 2.1.2 it errored out saying Input.get_gravity is missing, so I'm working with the 2.1 branch now to try to see if I can get this working on Android. I'm gonna have to flex those Git muscles. ;)

Don't know if you've taken this into consideration yet, but you posted somewhere that sensor fusion in GDscript is going to be the reality, I'm assuming until Godot 3 is stable or whatever. While Godot's codebase is MIT-licensed, repositories containing individual games do not contain Godot's codebase and therefore can be licensed under whatever the developer wants. If someone were to use the sensor fusion code found here (which is fairly small), they would have one more license restriction. So what I would suggest would be to PD it.

However, if you want to be the one to eventually implement sensor fusion in C/C++ and hold onto this code, I understand. It depends on what you think would be best for as long as Godot 2 is relevant.

Muchas graciosos.

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