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               Question by 
               Ellie97 · Oct 31, 2018 at 12:00 PM · 
                rotationaccelerometertilting  
              
 
              Maze game style rotation
I have a maze which I would like to control with an iPhone's accelerometer. I'm experienced with Unity development but my little brain can't figure out for the life of me how to appropriately achieve a plane tilting dependent on accelerometer. This is what I have currently:
 private void FixedUpdate()
 {
     float xGyro = 0;
     float yGyro = 0;
     if (Input.acceleration.x > 0.1f || Input.acceleration.x < -0.1f) //dead zone
     {
         xGyro = Input.acceleration.x;
     }
     if (Input.acceleration.y > 0.1f || Input.acceleration.y < -0.1f)
     {
         yGyro = Input.acceleration.y;
     }
     //Debug.Log("Gyro: " + Input.acceleration);
     Vector3 acceleration = new Vector3(yGyro, 0, xGyro);
     Vector3 newRot = Vector3.Lerp(transform.rotation.eulerAngles, acceleration, Time.deltaTime * moveSpeed);
     transform.rotation = new Quaternion(newRot.x, 0, newRot.z, transform.rotation.w);
     Debug.Log("Rotation: " + transform.rotation);
 }
 
              
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               Best Answer 
              
 
              Answer by Ellie97 · Oct 31, 2018 at 05:09 PM
 transform.rotation = Quaternion.Euler(-Input.gyro.attitude.x * speed, 0, -Input.gyro.attitude.y * speed
 
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