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Question by gilian · May 28, 2012 at 09:01 AM · javascriptaccelerometer

Nexus S, accelerometer.

Hello, all. I have a question. I have this basic script of a marble game (down here). var xForce : float = 10; var yForce : float = 10; var zForce : float = 10;

function Update () {

 if (Input.GetKey ("up"))
     rigidbody.AddForce(Vector3(0, 0, 10));

 if (Input.GetKey ("right"))
     rigidbody.AddForce(Vector3(10, 0, 0));

 if (Input.GetKey ("down"))
     rigidbody.AddForce(-Vector3(0, 0, 10));

 if (Input.GetKey ("left"))
     rigidbody.AddForce(-Vector3(10, 0, 0));

}

But i really have any experience with the accelerometer. How does an accelerometer thing start? Is it like: Input.accelerometer or something? Anyone know how to do this? Ty, already.

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Answer by ina · May 28, 2012 at 09:45 AM

If you check out the iPhone Roll-a-Ball demo, that seems like exactly what you need.

http://unity3d.com/support/resources/example-projects/iphone-examples

As for how to poll for Input.acceleration values... there's a succinct script on the manual page http://unity3d.com/support/documentation/ScriptReference/Input-acceleration.html

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Answer by hirenkacha · May 28, 2012 at 10:29 AM

for left right movement use, dont use this inside if condition it will directly check your movments.

 rigidbody.AddForce(Vector3(10*Input.acceleration.y, 0, 0));
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