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Question by DmitrySokolov · Mar 28, 2012 at 04:11 AM · inputiphoneaccelerometerremote

Accelerometer calibration works on Unity Remote, but not on device after build..

Here is the code I am using, to determine initial position of the phone in space y,x and then get new position, calculate the difference and move the object x,y based on this information.

While using a remote I can hold my phone on 45 degree angle and it will use it as a starting point with this code, so 0 degrees will be full forward 90 back.

After building it and using it on a phone its fails to initialize for unknown reason and using 0 for neutral -45 for forward +45 for backward, not sure if I am missing something or its a bug.

Any thoughts/input/suggestions are appreciated, thank you for taking the time to reply.

 function Start()
 {
     dirInit.y = Input.acceleration.y;
     dirInit.x = Input.acceleration.x;
 }
      
 function Update ()
 {
     dir.y = Input.acceleration.y;
     dir.x = Input.acceleration.x;
     dir.y-=dirInit.y;
     dir.x-=dirInit.x;
        
     transform.Translate (dir * speed * Time.deltaTime,Space.World);
     clampedPosition = transform.position;
     clampedPosition.y = Mathf.Clamp( clampedPosition.y, -6, 2.0);
     clampedPosition.x = Mathf.Clamp( clampedPosition.x, -9.3, 9.3);
     transform.position = clampedPosition;
  }
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Answer by Adecker246 · Apr 18, 2012 at 02:43 PM

The issue is on device the accelerometer is not registered until after onStart for some reason.

     -> registered unity classes
 -> registered mono modules
 -> applicationDidFinishLaunching()
 
 End Load File completely
 
 -> applicationDidBecomeActive()
 
 awake begin
 awake end
 
 start begin 
 start end
 
 -> force accelerometer registration
 
 update

The only way to get around this that I have found is by doing it like this:

 var hasInt : boolean = false;
         function Update(){
     
        if(!hasInt){
          dirInit.y = Input.acceleration.y;
          dirInit.x = Input.acceleration.x;
          hasInt = true;
     }
     
     //continue code
     
     }
     
     
     
     
     }
     
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