Rotate Attribute

Okay fellow game salad minds, I have a question challenge. I can't seem to get anything out of the Device level attribute (Device Rotation) it's under Devices/Screens. It's an angle attribute. Any thoughts????

Comments

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    Buler, buler anyone...lol

  • jay2dxjay2dx Member Posts: 611
    edited June 2015

    I always thought the device rotation was actually 4 states ie, state 1 2 3 4 that corresponds to horizontal or vertical and flipped up or down. if that makes sense, and the device rotation would actually be stored with in the accelerometer output.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    @jay2dx said:
    I always thought the device rotation was actually 4 states ie, state 1 2 3 4 that corresponds to horizontal or vertical and flipped up or down. if that makes sense, and the device rotation would actually be stored with in the accelerometer output.

    Actually it's a separate attribute but in my tests give no changes to state when rotated. It would actually be linked to the gyroscope as the accelerometer is a function of the velocity of the rotation happening not actual rotation state but direction of velocity, hence it's called the accelerometer.

  • tmanntmann Member Posts: 278

    Pretty sure Device Rotation just indicates current state of display rotation so is OS based and used to work before gyros appeared on devices being a product of the last accelerometer input.

  • tmanntmann Member Posts: 278
    edited June 2015

    With a simple viewer test perhaps no longer working as Guru already stated although it does reset to zero on rotation if the game.Screen.Device Rotation has been modified.

    edit: scratch most of that ... interface/device Orientation gives feedback of states.. I'll go back to sleep

  • ArmellineArmelline Member, PRO Posts: 5,421

    @jay2dx said:
    I always thought the device rotation was actually 4 states ie, state 1 2 3 4 that corresponds to horizontal or vertical and flipped up or down. if that makes sense, and the device rotation would actually be stored with in the accelerometer output.

    This is found in the game.Screen.Device Orientation and game.Screen.Interface Orientation attributes, not the game.Screen.Device Rotation attribute.

    Device Orientation and Interface Orientation both reflect the orientation of the screen, but there must be a difference between them. No idea what, though.

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    The device rotation is expressed through an angle attribute so can't be a state or it would be an integer so must be expressed in increments. How to achieve an output is what I'm after. This could be handy for all types of stuff. My several attempts have not produced any results. Have been using adhoc builds as viewer doesn't respect rotation.

  • ArmellineArmelline Member, PRO Posts: 5,421

    The two attributes I linked give a rotation as a value of 1-4. I have never got anything more precise unfortunately.

  • tmanntmann Member Posts: 278

    The viewer returns device and interface orientation ok as Armelline says with values of 0-3

  • ArmellineArmelline Member, PRO Posts: 5,421

    @tmann said:
    values of 0-3

    Well spotted. My memory failed me there :D

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