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Question by _Oscar · Feb 02, 2016 at 06:27 PM · c#androidaccelerometer

How to calibrate phone acceleratormeter data?

As the question states I would like some help on how to "calibrate" the accelerator data on you're phone so that the player can play the game at any angle he/she desires. I know there are many posts like these out there but I can't get any of the techiques working in my game and for the record I really don't understand them fully. An explanation of how this kind of stuff works would help me alot! This is my code I'd like to ad the calibration into:

using UnityEngine; using UnityEngine.UI; using System.Collections;

public class PlayerMovement : MonoBehaviour {

 public float moveSpeed;
 public float maxSpeed = 20;
 float phoneSpeed = 10;
 float currentSpeed;
 public Score point;

 private Rigidbody player;

 // Use this for initialization
 public void Start()
 {
     point = GetComponent<Score>();
     player = GetComponent<Rigidbody>();

 }

 // Update is called once per frame
 void FixedUpdate()
 {

if UNITY_STANDALONE || UNITY_WEBPLAYER

     float moveHorizontal = Input.GetAxis("Horizontal");
     float moveVertical = Input.GetAxis("Vertical");
 
     Vector3 move = new Vector3(moveHorizontal, 0.0f, moveVertical);
 
     if (player.velocity.magnitude < maxSpeed)
     {
         player.AddForce(move * moveSpeed);
     }
 
 

elif UNITY_ANDROID

     Vector3 movement = Vector3.zero;

     movement.x = Input.acceleration.x;
     movement.z = -Input.acceleration.z;

     if (movement.sqrMagnitude > 1)
     {
         movement.Normalize();
     }

     movement *= Time.deltaTime;

     transform.Translate(movement * phoneSpeed);

endif

 }

 void OnTriggerEnter(Collider collider)
 {
     if (collider.gameObject.tag == "Coin")
     {
         Destroy(collider.gameObject);
         point.AddScore();
     }

     if (collider.gameObject.tag == "Goal")
     {
         GameManager.timeLeft = GameManager.timeLeft + 20;
         LevelManager.NextLevel();
     }
 }
 

}`

Thanks!

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avatar image brunocoimbra · Feb 03, 2016 at 12:33 AM 0
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Will not post it as answer cause I never tried something like that to be sure, but...

You can create a variable to save the "Zero" value, so everytime the user hit the "Reset Acceleration" (or something like that), you use that "Zero" value to calculate the relative acceleration. To be more precise, something like that:

 Vector3 accelerationZero = Vector3.zero;
 
 void ResetAcceleration()
 {
     accelerationZero = Input.acceleration;
 }
 
 Vector3 GetAcceleration()
 {
     return Input.acceleration - accelerationZero;
 }

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