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Question by rd42 · Apr 28, 2010 at 08:02 PM · iphoneaccelerometer

Bag Toss Unity Accelerometer

I want to gather the accelerometer data from a toss motion on the iPhone in Unity and compute velocity so I can then animate a bag toss. I've completed a tutorial where I used a change in the accelerometer to make a ball roll, but I can't figure out how to translate that knowledge into tossing a bag or a ball. Any links, suggestions tutorials would be appreciated. Thanks!

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Answer by spinaljack · Apr 29, 2010 at 10:58 AM

I haven't tried but you can add the accelerometer input to a total so long as it keeps moving in one direction, when the movement stops you will have a value for total power (power = force x distance / time) Then you can tweak it on an actual phone or let the player calibrate the effect themselves.

something like:

if(iPhoneInput.acceleration.y>0){
   time += Time.deltaTime;
   total += iPhoneInput.acceleration.y;
} else {
  // object is thrown, calculate power
}
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avatar image rd42 · Apr 29, 2010 at 07:06 PM 0
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That sounds perfect, I just need to figure out how to add it up to a total.

avatar image spinaljack · Apr 29, 2010 at 08:04 PM 0
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is it not a simple case of total += accelerometer input?

avatar image rd42 · Apr 30, 2010 at 12:54 PM 0
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Thanks spinaljack, I'll try it out.

avatar image rd42 · Apr 30, 2010 at 01:26 PM 0
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The conditional works, but I'm not sure if the totaling works. I tried adding print(total); but nothing shows up in the console. I guess the other question will be is how to break out of the function once the ball is thrown so it doesn't keep resetting. Thanks again for helping me... get the ball rolling.

avatar image spinaljack · Apr 30, 2010 at 08:40 PM 0
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you'd need another boolean like CanThrow in the statement and set it to false after throwing and then true at the start of the next round. Also make sure you initialise total with var total = 0.0 If that doesn't work... ask again I guess :)

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