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# [Unity game engine] Quaternion "free-look" script suffering gimbal lock

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Given that I'm operating solidly in three dimensions, this shouldn't happen - Provided I coded it properly.

The code in question:
 using UnityEngine; using System.Collections; public class MouseLookFree : MonoBehaviour { // The current orientation. Quaternion orientation ; // Use this for initialization void Start () { // If we get a quaternion rotation from World Forward to Local Forward, // we effectively just got the quaternion orientation. orientation = Quaternion.FromToRotation( Vector3.forward, transform.localToWorldMatrix.MultiplyVector( Vector3.forward ) ) ; } // Update is called once per frame void Update () { // Make sure the orientation is updated. orientation = Quaternion.FromToRotation( Vector3.forward, transform.localToWorldMatrix.MultiplyVector( Vector3.forward ) ) ; // Get a horizontal and vertical quaternion rotation from an angle and axis. var rotateHorizontal = Quaternion.AngleAxis( Input.GetAxis( "Mouse X" ), Vector3.up ) ; var rotateVertical = Quaternion.AngleAxis( Input.GetAxis( "Mouse Y" ), Vector3.left ) ; orientation = rotateHorizontal * orientation ; orientation = rotateVertical * orientation ; transform.localRotation = orientation ; } } 
My other thought is that Unity uses Euler angles as its underlying representation, but I want to eliminate user error before I say that.

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You're falling for the common misconception that just using quaternions is enough to avoid gimbal lock. That's not 100% true - the cause of gimbal lock comes from concatenating multiple successive rotations, and it doesn't matter what representation is used for those rotations. The advantage of quaternions in this case is that they can allow you to express the full set of rotations in a single move, which you can't do with Euler angles, but unless you actually do this you're still prone to gimbal lock.

So in your case you're using quaternions, but you're still concatenating 3 rotations. What you need to do instead is construct a single quaternion from your raw rotation data and use that instead.

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You're falling for the common misconception that just using quaternions is enough to avoid gimbal lock. That's not 100% true - the cause of gimbal lock comes from concatenating multiple successive rotations, and it doesn't matter what representation is used for those rotations. The advantage of quaternions in this case is that they can allow you to express the full set of rotations in a single move, which you can't do with Euler angles, but unless you actually do this you're still prone to gimbal lock.

So in your case you're using quaternions, but you're still concatenating 3 rotations. What you need to do instead is construct a single quaternion from your raw rotation data and use that instead.

...Huh, thanks. Working...

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Look what you can find on Google.

 using UnityEngine; using System.Collections; public class MouseLookFree : MonoBehaviour { public string Yaw = "Mouse Y" ; public string Pitch = "Mouse X" ; public string Roll = "Mouse ScrollWheel" ; // Use this for initialization void Start () { } // Update is called once per frame void Update () { transform.Rotate( -Input.GetAxis( Yaw ), Input.GetAxis( Pitch ), Input.GetAxis( Roll ) * 90, Space.Self ) ; } } 
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