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The build version of my android game doesn't work (in unity remote it works perfectly)
Hi guys!
I'm new in the android games development world so I really need your help cause I have a problem.
I'm creating an android game based on the Space Shooter Unity tutorial.
The game is very simple, the spaceship will move along the x-axis using the accelerometer and will shoots laser bolts against the oncoming asteroids. When the spaceship will be destroyed you have to touch the screen to restart.
I have used Unity Remote during the development of the game and I thought I had finished it because in remote everything worked perfectly, so I made the build version, but when I installed it on my phone it didn't work!
This is the behaviour of the spaceship in the apk:
it DOESN'T MOVE
it DOESN'T SHOOT
it ROTATES along the z-axis
I really need your help cause I don't know what to do...
This is the code that I have used:
using UnityEngine;
using System.Collections;
[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}
public class PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
public Boundary boundary;
public GameObject shot;
public Transform shotSpawn;
public float fireRate;
private float nextFire;
void Update ()
{
if (Input.GetButton("Fire1") && Time.time > nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
audio.Play ();
}
}
void FixedUpdate ()
{
float moveHorizontal = Input.acceleration.x;
float moveVertical = -Input.acceleration.z;
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
transform.position = new Vector3
(
Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax),
0.0f,
Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
);
rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
}
}
Please if you know the solution let me know which changes i have to make in the code. Thank you!
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