How do I stop gyroscope-controlled camera from jittering when holding phone still?

I have here a simplified version of my gyro-controlled camera with a sensitivity modification (a side effect of increasing sensitivity is that the jitteriness is exacerbated).

public class GyroControl : MonoBehaviour{  private Transform _rawGyroRotation; Vector3 gyroAdjust; [SerializeField] private float _smoothing = 0.1f;  void Start() {     Input.gyro.enabled = true;     Application.targetFrameRate = 60;      _rawGyroRotation = new GameObject("GyroRaw").transform;     _rawGyroRotation.position = transform.position;     _rawGyroRotation.rotation = transform.rotation;  }  private void Update() {     _rawGyroRotation.rotation = Input.gyro.attitude;      gyroAdjust = _rawGyroRotation.rotation.eulerAngles * 2; //increase rotation sensitivity     transform.rotation = Quaternion.Euler(gyroAdjust);      transform.rotation = Quaternion.Slerp(transform.rotation, _rawGyroRotation.rotation, _smoothing);  }} 

When in motion, the jittering isn’t noticeable. But when you hold the phone still, there’s what I assume to be just analogue noise that causes jittering. I would really appreciate any help or advice on how to add a filter or something to reduce the jittering for this kind of controller.

Thanks.

How to upscale the death house and still keep it fun?

Due to Reasons™, my intro level to my current run of Curse of Strahd for a new group didn’t involve the Death House, I wrote my own intro-level this time.

I always had a lot of fun running it for other groups, though, so wanted to keep it in the game for a later stage. I’ve already written it in the world in a place that’s pretty likely to be found by the players.

The issue is that I still want to keep it a Death House, which it clearly is at levels 1-3, but I expect the party to find it at the earliest by level 5, probably 6. While it still would not be a breeze, I ran a number of the encounters with likely upscales of their current party and it did not feel deadly at all. I could just up all DCs and make each monster group a bit larger, but I don’t feel like that’s particularly interesting.

Assume my Plan™ survives first contact with the players and they find the House. What is an interesting way to upscale the Death House to party level 5-6? The party will be either 4 or 5 characters, depending on who can make which session, and the group is paranoid enough about dying that they seem to insist on running at least 2 healers at all times.

Will a target being apatic after broken haste still remain apatic after beeing downed? [closed]

We had a strange situation in a fight,

and I really side with my DM here who denied it, but the question still remains:

  1. a character is hasted
  2. the concentration breaks, character is in an lethargic state
  3. character gets knocked down before his next turn
  4. the target is no longer a willing creature (?), also it’s status alignments should end when knocked unconscious
  5. the character receives healing and gets back up on his feet -> will he still be lethargic?

I should note that we assume a character would not remain unconscious even after beeing healed / stabilized for simplicity reasons. ( I heard some groups play it this way, unsure about the correct rulings here )

Content-Security-Policy Headers are there and showing the correct settings, but still getting a refused connection

So I’m putting a plugin together that will allow me to connect multiple client sites with an online service.

I can get the service vendors snippet to load, but once you interact with it, that’s where things get tricky and it refuses to load an (I guess) iframe… …it’s pretty poorly documented.

Refused to load https://www.service-domain.com/ because it does not appear in the frame-ancestors directive of the Content Security Policy.

That’s the console log error I was receiving.

So I jumped back into my plugin and added the following:

function bbti_send_headers() {     header( "Content-Security-Policy: frame-ancestors https://www.service-domain.com/; frame-src https://www.service-domain.com/;" ); } add_action( 'send_headers', 'bbti_send_headers' ); 

Now, when I reload the page I’m still getting the same error Refused to load https://www.service-domain.com/... etc...

However, if I look at the network panel and check the page’s headers this is what I get:

HTTP/1.1 200 OK Content-Encoding: gzip Content-Security-Policy: frame-ancestors https://www.service-domain.com/; frame-src https://www.service-domain.com/; 

So the header is there but still getting the same error from the script.

Anyone know what it is I missed?

What is the slowest a character can move while still moving?

Stacking various slow effects, such as difficult terrain, prone, etc. Assuming a 30 ft movement, and the character will dash if possible, but there movement must be greater than zero in the end result. Also, for this experiment, it should not be done on a grid, and movements less that 5 feet or fractions of a number of feet are still considered movement.

If you succeed on the saving throw for the Sickening Radiance spell, do you still take the level of exhaustion and emit the light?

The Sickening Radiance spell says:

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.

The grammar and punctuation here makes me wonder: do the level of exhaustion and greenish light happen regardless of the result of the saving throw, just like how some spells still deal half damage when you succeed on the save?

I suspect they do. Otherwise it should have been written "…must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light…"

If the Phantom Steed spell ends because the steed takes damage, do you still have 1 minute to dismount?

The spell states:

When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

So, if the steed takes damage, does it still last for 1 minute, or does the spell end automatically if it takes damage?