I'm trying to make a compass that points to a custom location in a Unity program. However it's completely off, it points in generally the wrong direction and I can't quite seem to figure out what is wrong with my logic.

I'm using the curved geometry bearing equation from here: http://www.yourhomenow.com/house/haversine.html

1. Get current location.
2. Calculate bearing from current location to target location.
3. Rotate screen compass relative to true north.

``// Calculate bearing between current location and target location// Get current GPS locationfloat lat1 = Input.location.lastData.latitude;float lon1 = Input.location.lastData.longitude;float lat2 = TargetLatitude;float dLon = TargetLongitude - lon1;// Calculate bearingvar y = Mathf.Sin(dLon) * Mathf.Cos(lat2);var x = Mathf.Cos(lat1) * Mathf.Sin(lat2) -Mathf.Sin(lat1) * Mathf.Cos(lat2) * Mathf.Cos(dLon);var brng = ((Mathf.Atan2(y, x)*(180.0f/Mathf.PI)) + 360.0f) % 360.0f;Dump.text = brng.ToString();// Rotate the to target location relative to north. Z axis pointing out of screen.transform.eulerAngles = new Vector3(0, 0, Mathf.MoveTowardsAngle(transform.localEulerAngles.z, Input.compass.trueHeading + brng, COMPASS_MAXDELTA));``

If I remove the bearing offset in that code, it points north enough for a digital compass.

Make sure that all of your angles are in radians rather than degrees.

Using `Mathf.Deg2Rad` in cases such as `Mathf.Sin(dLon * Mathf.Deg2Rad)` should yield the correct result. The Haversine formula only works for angles in radians.

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