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Question by G_Sacristan · May 27, 2011 at 03:37 PM · movementiosaccelerometer

move gameObject on z dependently on iOS device movement on x axis...

move gameObject on z dependently on iOS device movement on x axis...

ive got some results, but they are not working how i want them to if im moving device on x axis, but if im rotating its working, but the problem is that i want it to work without rotating

Could someone help me out?

Code:

 #pragma strict
     
     var speed = 2;
     var toolScr:_ButtonOldCheck;
     static var canMoveForward:boolean=true;
     static var canMoveBackward:boolean=true;
     var moveTreshold: float=0.1;
     private var xAcc: float=0.0;
     
     function Start()
     {
         canMoveForward=true;
         canMoveBackward=true;    
     }
     
     function Update () 
     {
         var currTool:String=toolScr.oldObj.name;
         var dir : Vector3 = Vector3.zero;
         
         if(currTool=="tool1")
         {
             xAcc=Input.acceleration.x;
             print("reading "+xAcc);
             
             if(canMoveForward&&canMoveBackward) MoveObject();
     
             if(!canMoveForward &&xAcc<0&&Mathf.Abs(xAcc)>moveTreshold) MoveObject();
             
             if(!canMoveBackward&&xAcc>0&&Mathf.Abs(xAcc)>moveTreshold) MoveObject();
     
         }    
     }
     
     function MoveObject()
     {
         var dir : Vector3 = Vector3.zero;
         
         dir.z = Input.acceleration.x;
     
         if (dir.sqrMagnitude > 1)
             dir.Normalize();
     
         dir *= Time.deltaTime;
         
         transform.Translate (dir * speed);    
     }
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Answer by willgoldstone · May 27, 2011 at 03:57 PM

Have you tried manually constraining? either with code or if its a rigidbody - use the constraints checkboxes on the component itself?

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avatar image G_Sacristan · May 27, 2011 at 04:49 PM 0
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no, i havent! Have U a way to do it?

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