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Question by mikethebos · Jun 15, 2016 at 04:24 PM · c#floataccelerometerroll a ball

Assigning input.acceleration to float then adding to a Vector3 to AddForce C#

I have been working to adapt the Roll-a-Ball tutorial to use accelerometer input. I first tried:

         float moveHorizontal = Input.acceleration.x;
         float moveVertical = -Input.acceleration.y;
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
         rb.AddForce (movement * speed2);

The issue is if the phone is flat, the ball rolls forward.

Then I tried:

         Vector3 movement = new Vector3 (Input.acceleration.x, 0.0f, Input.acceleration.y);
         rb.AddForce (movement * speed2);

And it works perfect!

Why can't I assign the Input.acceleration to float first, like in my first code snippet?

Mike

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Answer by markdavidmorris · Jun 15, 2016 at 05:48 PM

There should be no problem storing the value before creating your movement vector with it. Is this difference due to the fact that you have a negative Input.acceleration.y in the first example, and a positive Input.acceleration.y in the 2nd?

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