Device Orientation Viewer
Inspect gyroscope-based orientation with a live 3D cube on canvas.
Device Orientation Viewer
About Device Orientation Viewer
Device Orientation Viewer – Gyroscope Web API 3D Cube
Visualize your phone’s real-time orientation using the Device Orientation API and a live rotating 3D cube. This viewer displays X/Y/Z rotation angles, helps you verify sensor behavior, and makes debugging motion-driven UI fast and intuitive.
How Device Orientation Viewer Works
This tool listens to the browser’s sensor events (DeviceOrientationEvent) and maps the reported rotation angles to a simple 3D cube rendered on an HTML canvas. As you move your device, the cube rotates to match the same attitude, and the live readouts update so you can see the numbers behind the motion.
In most modern phones, orientation is not a single sensor reading. Instead, the operating system performs sensor fusion: it combines gyroscope rotation rates with accelerometer gravity direction and, when available, magnetometer heading. The browser then exposes the fused state as angles, commonly named alpha (rotation around Z), beta (rotation around X), and gamma (rotation around Y). The exact accuracy and “absolute” reference can vary by device and browser, which is why a visual viewer is so helpful during development.
The cube renderer is intentionally lightweight. It uses basic 3D math (rotation matrices and a perspective projection) to draw cube edges and optional axes. That means you can use the tool in any project context—UI testing, game prototyping, AR experimentation—without needing a full 3D engine just to confirm that the sensor values make sense.
Step-by-Step
- 1) Initialize the viewer: Choose smoothing, units, and display options, then click Initialize Viewer to enable the interactive panel.
- 2) Understand the axes: Alpha tracks “compass-like” rotation around the vertical axis, while beta and gamma represent tilt. The labels in the viewer help you map these to your app’s X/Y/Z expectations.
- 3) Grant sensor permission (if required): On iOS Safari and some privacy-focused browsers, motion access requires an explicit user tap. Use the Request Motion Access button.
- 4) Start streaming: Press Start to attach the deviceorientation event listener. The tool begins receiving alpha/beta/gamma readings continuously.
- 5) Smooth the signal: If readings jitter, increase smoothing to apply an exponential moving average. If you need sharp response (for steering or aiming), reduce smoothing.
- 6) Rotate the cube: The viewer converts angles to radians internally, applies rotations in a consistent order, and renders the cube with a clear perspective effect.
- 7) Inspect values and update rate: Confirm that angles change in the direction you expect, monitor event frequency, and check for clamping near extreme tilt angles.
- 8) Export a snapshot: Copy the current readings as JSON or download them for reproducible bug reports and test logs.
Key Features
Live 3D Cube on Canvas
The cube gives you a visual truth source. It’s easier to spot axis swaps, sign inversions, and unexpected jumps when you can see rotation rather than only reading numbers. If your cube appears to rotate “the wrong way” when you tilt left or forward, you have immediate evidence that an axis needs inversion or a rotation order must change.
Because the cube is drawn on a standard 2D canvas, it performs well even on mid-range devices. You can keep the viewer open while testing in a mobile browser, in a webview, or alongside your app’s own prototype page to compare behavior.
Readable X / Y / Z Angle Output
The tool shows the three primary angles reported by DeviceOrientationEvent (commonly referred to as alpha, beta, gamma) and labels them clearly for practical debugging. In addition to raw values, the viewer can display degrees or radians so you can align with CSS transforms, math libraries, or game engine conventions.
Angle ranges can be confusing during first integration. Beta typically ranges roughly from -180 to 180, while gamma often ranges from -90 to 90, and alpha is commonly 0 to 360. Seeing those ranges update live helps you choose normalization logic, clamping thresholds, or dead zones for control schemes.
Smoothing for Noisy Sensors
Real sensors can jitter, especially when the device is near stillness. Adjustable smoothing applies an exponential moving average so you can compare raw behavior versus stabilized behavior. This is useful when you are building subtle parallax or motion-reactive UI that would otherwise look “shaky” on some hardware.
The smoothing control is also a quick way to evaluate whether a perceived issue is a math bug or simply sensor noise. If the cube stabilizes with light smoothing, your mapping is likely correct and you can focus on UX tuning instead of rewriting your coordinate transforms.
Axis Inversion and Display Options
Different coordinate conventions exist across apps and engines. Toggle X/Y/Z inversion, show or hide reference axes, and enable a subtle grid background so you can judge rotation more easily. These options are especially handy when you are translating between “screen space” thinking and a 3D world coordinate system.
For example, a typical 3D engine might treat positive X as right, positive Y as up, and positive Z as forward, while device orientation angles are defined relative to the device frame. The viewer helps you decide which sign flips and axis swaps are needed before you commit to a specific implementation.
Copy and Download for Reports
Copy a JSON snapshot to your clipboard or download it as a file. This makes it simple to attach sensor state to issue tickets, QA notes, or a test plan without screenshots. The snapshot includes the current angles and a timestamp so teammates can reproduce the device pose.
When a bug only appears at a particular tilt or heading, exporting a snapshot reduces ambiguity. Instead of describing “tilt slightly left while rotating,” you can provide exact numbers and quickly determine whether the issue is related to thresholds, rounding, or rotation order.
Use Cases
- WebXR and AR prototypes: Verify attitude mapping before you add complex scene graphs or camera rigs. A correct sensor baseline helps you avoid the “camera drifts” feeling that often comes from mismatched axes.
- Game controls: Tune tilt steering, confirm axis direction, and test smoothing parameters with a visual cube. This is ideal for racing games, marble mazes, or any mechanic where small rotations drive player movement.
- UI motion effects: Build parallax or “tilt-to-reveal” interactions and quickly see how small movements translate to angles. Use the viewer to decide dead zones so the UI stays stable when the device is resting on a table.
- Cross-browser QA: Check whether a specific browser reports consistent ranges and whether permission prompts behave as expected. Some browsers throttle event frequency in low-power mode; the update-rate readout helps you detect that.
- Device lab testing: Compare different phones and tablets, measure update rate, and detect devices that clamp gamma or beta unusually. This matters when you ship motion controls to a wide audience.
- Education and demos: Teach orientation concepts with an immediate visual that students can understand in seconds. The cube makes it easier to explain yaw, pitch, and roll without complex diagrams.
- Bug reproduction: Capture a snapshot of the exact angles that triggered a UI glitch or physics instability. Sharing precise sensor state reduces back-and-forth and accelerates fixes.
Whether you are building a motion-driven interface, validating coordinate assumptions, or simply learning how the sensor stack behaves, a compact viewer reduces trial-and-error and turns “it feels wrong” into precise numbers you can fix.
Many teams also use a viewer like this as part of a checklist. Before shipping, you can confirm that your experience works under portrait and landscape, that the app behaves sensibly when the user rotates past 90 degrees, and that your permission UX is clear. Small details—like smoothing level, axis inversion defaults, and update-rate stability—often determine whether the final product feels polished.
Optimization Tips
Handle Permissions Early
If your target includes iOS Safari, plan for a user gesture before you can access orientation events. Provide a clear “Request Motion Access” call-to-action and avoid starting listeners automatically on page load. In testing, verify what happens if the user denies permission, and make sure your UI remains usable with a helpful message rather than a blank state.
Use Smoothing Strategically
For UI polish, smoothing can reduce jitter, but too much smoothing introduces lag. Use this viewer to find a balance: stabilize noise while preserving responsiveness for fast tilts. A good practice is to tune two settings—one for “ambient UI motion” (higher smoothing) and another for “active control input” (lower smoothing).
Validate Axis Conventions Before Integrating
Before wiring angles into a 3D engine, confirm which axis corresponds to the behavior you need. Test portrait and landscape, note sign changes, and decide whether you should invert axes or reorder rotations. If you plan to convert to quaternions later, validate direction and range with angles first, then lock in a consistent conversion method.
FAQ
Why Choose Device Orientation Viewer?
Sensor bugs are rarely obvious from code alone. A visual cube plus numeric readouts helps you spot sign errors, axis swaps, unexpected clamping, and permission issues within minutes. Because the viewer runs entirely in the browser with a lightweight canvas renderer, it is quick to open during development and reliable for QA checks.
The tool is also designed for practical workflows. You can tune smoothing to match your product’s feel, export snapshots that capture the exact pose that caused a bug, and validate behavior across multiple devices without building custom debug screens inside your application. When your sensor pipeline looks correct here, integrating into games, AR prototypes, dashboards, and interactive UI becomes far less risky and far more repeatable.