I've been trying to implement a low-pass filter code sample that I found In the Unity Manual into my game but I am having some issues.
Here is the original JavaScript sample found in the Unity Manual:
var AccelerometerUpdateInterval : float = 1.0 / 60.0;
var LowPassKernelWidthInSeconds : float = 1.0;
private var LowPassFilterFactor : float = AccelerometerUpdateInterval / LowPassKernelWidthInSeconds; // tweakable
private var lowPassValue : Vector3 = Vector3.zero;
function Start ()
{
lowPassValue = Input.acceleration;
}
function LowPassFilterAccelerometer() : Vector3
{
lowPassValue = Mathf.Lerp(lowPassValue, Input.acceleration, LowPassFilterFactor);
return lowPassValue;
}
Here is my conversion to C#:
float AccelerometerUpdateInterval = 1.0f / 60.0f;
float LowPassKernelWidthInSeconds = 1.0f;
private float LowPassFilterFactor = AccelerometerUpdateInterval / LowPassKernelWidthInSeconds; // tweakable
private Vector3 lowPassValue = Vector3.zero;
void Start ()
{
lowPassValue = Input.acceleration;
}
Vector3 LowPassFilterAccelerometer ()
{
lowPassValue = Mathf.Lerp(lowPassValue, Input.acceleration, LowPassFilterFactor);
return lowPassValue;
}
My original code to move my character using the accelerometer was this(no low pass filter):
float speed = 30.0f;
Vector2 dir;
private float accel;
void Start ()
{
accel = Input.acceleration.x;
}
// Update is called once per frame
void Update ()
{
accel = Mathf.MoveTowards (accel, Input.acceleration.x, speed * Time.deltaTime);
dir = new Vector3(accel, 0);
// move the object at the velocity defined in speed:
transform.Translate(dir * speed * Time.deltaTime, 0);
}
This is my attempt to implement the low pass filter to reduce the noise/jerkiness:
float AccelerometerUpdateInterval = 1.0f / 60.0f;
float LowPassKernelWidthInSeconds = 1.0f;
private float LowPassFilterFactor;
private Vector3 lowPassValue = Vector3.zero;
public float speed = 30.0f;
void Start ()
{
lowPassValue = Input.acceleration;
LowPassFilterFactor = AccelerometerUpdateInterval / LowPassKernelWidthInSeconds;
}
Vector3 LowPassFilterAccelerometer()
{
lowPassValue = Mathf.Lerp(lowPassValue, Input.acceleration, LowPassFilterFactor);
return lowPassValue;
}
// Update is called once per frame
void Update ()
{
// move the object at the velocity defined in speed:
transform.Translate(LowPassFilterAccelerometer() * speed * Time.deltaTime, 0);
}
I am getting some errors when I try to compile the script:
error CS1502: The best overloaded method match for `UnityEngine.Mathf.Lerp(float, float, float)' has some invalid arguments
error CS1503: Argument
#1' cannot convert
UnityEngine.Vector3' expression to type `float'
The example code may be wrong. Use Vector3.Lerp()
instead. A full list of Lerps is here.