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Question by JA_555 · Nov 16, 2014 at 02:17 AM · accelerometer

Calibrating the accelerometer

Hello, I am currently using the Unity tutorial StarTrooper to make a space game. The accelerometer is working, and as per the docs, http://unity3d.com/learn/tutorials/modules/beginner/platform-specific/accelerometer-input, the object is "moving."

However, if you've played the tutorial with Unity remote, you know that the plane starts going straight up when your phone is up, and it goes forward when my phone is flat on the table. But I don't play with my phone flat on the table, so I have to make this plane go forward when my phone is vertical. I've isolated the issue to be line 51 at the end where it says euler.x. My thinking is that if I calibrate the accelerometer, this line will react the way I want it to.

 var turnSpeed : float = 10.0;
 var maxTurnLean : float = 50.0;
 var maxTilt : float = 50.0;
 
 var sensitivity : float = 10.0;
 
 var forwardForce : float = 1.0;
 var guiSpeedElement : Transform;
 
 private var normalizedSpeed : float = 0.2;
 private var euler : Vector3 = Vector3.zero;
 
 var horizontalOrientation : boolean = true;
 
 function Awake () {
     if (horizontalOrientation)
     {
          Screen.orientation = ScreenOrientation.LandscapeLeft;
     }
     else
     {
          Screen.orientation = ScreenOrientation.Portrait;
     }
 
     guiSpeedElement.position = new Vector3 (0, normalizedSpeed, 0);
 }
 
 function Update () {
     for (var evt : Touch in Input.touches)
     {
         if (evt.phase == TouchPhase.Moved)
         {
             normalizedSpeed = evt.position.y / Screen.height;
             guiSpeedElement.position = new Vector3 (0, normalizedSpeed, 0);
         }
     }
 }
 
 
 function FixedUpdate () {
     rigidbody.AddRelativeForce(0, 0, normalizedSpeed * forwardForce);
     
     var accelerator : Vector3 = Input.acceleration;
     
     // Rotate turn based on acceleration        
     euler.y += accelerator.x * turnSpeed;
     // Since we set absolute lean position, do some extra smoothing on it
     euler.z = Mathf.Lerp(euler.z, -accelerator.x * maxTurnLean, 0.2);
 
     // Since we set absolute lean position, do some extra smoothing on it
     euler.x = Mathf.Lerp(euler.x, accelerator.y * maxTilt, 0.2);
     
     // Apply rotation and apply some smoothing
     var rot : Quaternion = Quaternion.Euler(euler);
     transform.rotation = Quaternion.Lerp (transform.rotation, rot, sensitivity);
 }

so what should I do?

Update: I tried to use the roll a ball tutorial, but it was not as effective as trying to edit this script

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