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Version 7 fixes an issue with how the Quaternion is calculated that m…
…ade it unusable. Sorry about that -- none of my uses of GamepadMotionHelpers actually use the Quaternion, as I find Gravity and Gyro more useful for my particular uses. Added GetPlayerSpaceGyro and GetWorldSpaceGyro helper functions to calculate Player Space or World Space gyro input, respectively. Outputs X and Y axes, and you can treat Z as 0. Counterintuitively, X is vertical "movement" and Y is horizontal "movement", but this is because they're still rotations, and that makes these a drop-in replacement for wherever you're using GetCalibratedGyro. I recommend Player Space, but some games use World instead (it's been around for longer) and there are some trade-offs between the two. Read more at GyroWiki: http://gyrowiki.jibbsmart.com/blog:player-space-gyro-and-alternatives-explained
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