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Question by CallToAdventure · Jun 28, 2012 at 09:46 AM · accelerometerinput.acceleration

Accelerometer angle limit

I am trying to fake a nice reflection on ipad by simply rotating an object with the reflection texture. The problem I have is with limiting the angle. I don't want the reflection to go beyond the 180 degrees limit (the upper half of a circle) because it would go in the shaded part of the object hence rendering it unrealistic.

Here's what I use now:

 function Update () {
     var iphonez = Input.acceleration.y;
     transform.Rotate(Vector3.forward*iphonez*0.5);
 
 }

As I tilt the ipad left and right the object will rotate nicely. But if I keep it tilted on one side the object will keep rotate the full 360 degrees and more.

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Answer by hirenkacha · Jun 29, 2012 at 10:17 AM

 var yMinLimit = -180;
 var yMaxLimit = 180;
 private var y = 0.0;
 
 function Start()
 {
     //var angles = transform.eulerAngles;
     //y = angles.x;
 }
 function Update () {
     var tiltSides = Input.acceleration.y;
     tiltSides = Mathf.Clamp(tiltSides, yMinLimit, yMaxLimit);
     transform.Rotate(Vector3.forward * tiltSides * 1.5);
 }
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avatar image CallToAdventure · Jun 29, 2012 at 10:43 AM 0
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It's still going all the way around 360 degrees. I suppose that's as much scripting I can learn, math was never my thing :)

avatar image hirenkacha · Jun 29, 2012 at 11:00 AM 0
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do one thing, use built-in Clamp function for angle.

avatar image hirenkacha · Jun 29, 2012 at 11:03 AM 0
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I have edited the script, i think this may help

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