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Accelerometer calibration works on Unity Remote, but not on device after build..
Here is the code I am using, to determine initial position of the phone in space y,x and then get new position, calculate the difference and move the object x,y based on this information.
While using a remote I can hold my phone on 45 degree angle and it will use it as a starting point with this code, so 0 degrees will be full forward 90 back.
After building it and using it on a phone its fails to initialize for unknown reason and using 0 for neutral -45 for forward +45 for backward, not sure if I am missing something or its a bug.
Any thoughts/input/suggestions are appreciated, thank you for taking the time to reply.
function Start()
{
dirInit.y = Input.acceleration.y;
dirInit.x = Input.acceleration.x;
}
function Update ()
{
dir.y = Input.acceleration.y;
dir.x = Input.acceleration.x;
dir.y-=dirInit.y;
dir.x-=dirInit.x;
transform.Translate (dir * speed * Time.deltaTime,Space.World);
clampedPosition = transform.position;
clampedPosition.y = Mathf.Clamp( clampedPosition.y, -6, 2.0);
clampedPosition.x = Mathf.Clamp( clampedPosition.x, -9.3, 9.3);
transform.position = clampedPosition;
}
Answer by Adecker246 · Apr 18, 2012 at 02:43 PM
The issue is on device the accelerometer is not registered until after onStart for some reason.
-> registered unity classes
-> registered mono modules
-> applicationDidFinishLaunching()
End Load File completely
-> applicationDidBecomeActive()
awake begin
awake end
start begin
start end
-> force accelerometer registration
update
The only way to get around this that I have found is by doing it like this:
var hasInt : boolean = false;
function Update(){
if(!hasInt){
dirInit.y = Input.acceleration.y;
dirInit.x = Input.acceleration.x;
hasInt = true;
}
//continue code
}
}
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