Question by 
               GameDevH2O · Jul 28, 2018 at 11:34 PM · 
                c#pauseaccelerometer  
              
 
              How to pause accelerometer movement
Hello so I figured out how to pause my game when it is disturbed
 public static bool isPaused;
 public GameObject pauseMenuUI;
 void Start ()
 {
     isPaused = false;
     Time.timeScale = 1;
 }
 public void GamePause()
 {
     isPaused = !isPaused;
     if (isPaused)
         Time.timeScale = 0;
         pauseMenuUI.SetActive(true);
     if (!isPaused)
         Time.timeScale = 1;
 }
 void OnApplicationPause()
 {
     pauseMenuUI.SetActive(true);
     isPaused = true;
     Time.timeScale = 0;
 }
 public void Resume ()
 {
     pauseMenuUI.SetActive(false);
     Time.timeScale = 1;
     isPause = false;
 }
It pauses everything but the acceleration of the player
 float accelStartY;
 void Start() 
 {
     accelStartY = Input.acceleration.y;
 }
 void Update()
 {
     transform.Translate(Input.acceleration.x, Input.acceleration.y - accelStartY, 0);
 //PauseScript is script above
     if (PauseScript.isPaused)
     {
         Time.timeScale = 0;
     } 
I need help pausing my player
               Comment
              
 
               
              Answer by UnityCoach · Jul 28, 2018 at 11:56 PM
If you multiply it by Time.deltaTime, it'll scale as well..
 transform.Translate(Input.acceleration.x * Time.deltaTime, Input.acceleration.y * Time.deltaTime, 0);
It worked but it slowed the acceleration speed down when being played.
Yes, of course, you usually want to multiply it by a speed value then.
 transform.Translate(Input.acceleration.x * speed * Time.deltaTime, Input.acceleration.y * speed * Time.deltaTime, 0);
Note that it's also usually good practice when you want a frame rate independent motion, unless you use raw input, like when using Gyroscope input for rotation.
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
               
 
			 
                