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v1.3.2
One fix, for anyone who turns the phone while looking through it.
Turning the phone now works with Hold level off. Rotating the phone about its upright axis — bringing the left edge toward you and pushing the right edge away — showed the wrong side of the scene: the far edge of the splat and the darkness past it, where the near edge belonged. Turning Hold level on fixed it, and turning it off brought it back.
Which way the glass is turned is not a stabiliser. It is what makes the window a window. A camera watching your face cannot tell a turned phone from a moved head, and the two ask for opposite corrections, so without the phone's own sense of its heading the scene swings across its whole depth — far enough, at twenty degrees, to slide the background nearly two half-frames past the subject. That measurement existed and was correct. It was simply unreachable, because switching Hold level off stopped the sensors outright.
The sensors now run for as long as the camera does. Hold level keeps the name and the button, and now means only what it says: holding the model's horizon level against the phone's pitch and roll, up to eighteen degrees. Turning the phone is corrected either way. Switching the button on also adopts the posture the phone is in at that moment, rather than whichever one the sensors happened to start in, so it no longer matters how long ago you pressed Start 3D.
If motion or orientation access was refused, nothing here changes: the view still works, and a turned phone is still read as a moved head.
Nothing else changes.
The full description of what this project is, and the two external conditions worth reading before installing, are in v1.0. What changed in True Window and in head tracking is in v1.3.0.