Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by UnusedMass · Dec 01, 2013 at 11:10 PM · androidvector3directionaccelerationunity-android

Sensitivity on Android Input.acceleration

I'm making a simple ball game where the ball rolls when the device is tilted. I want it to be less sensitive, so that when the user is holding is somewhat parralel to the ground, it pretends it's perfect and it does not add any force.

My code so far: (a modification of Unity's sample script)

     // Move object using accelerometer
     var speed = 100.0;
     var sensitivity = 0.2;
     function FixedUpdate () {
         var dir : Vector3 = Vector3.zero;
         // we assume that device is held parallel to the ground
         // and Home button is in the right hand
         
         // remap device acceleration axis to game coordinates:
         //  1) XY plane of the device is mapped onto XZ plane
         //  2) rotated 90 degrees around Y axis
         dir.x = Input.acceleration.x * 5;
         dir.z = Input.acceleration.y * 5;
         Mathf.Clamp
         // clamp acceleration vector to unit sphere
         if (dir.sqrMagnitude > 1)
             dir.Normalize();
         // Make it move 10 meters per second instead of 10 meters per frame...
         dir *= Time.deltaTime;
             
         // Move object
         rigidbody.AddForce(dir * Physics.gravity.magnitude);
 
         
     }

The code I've tried (and it failed):

         if(dir.x < 0.1 && dir.x > -0.1) { dir.x = 0;}
         if(dir.z < 1.1 && dir.z > 0.9) { dir.z = 1;}

If you're reading this, thank you for your time.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by meat5000 · Dec 01, 2013 at 11:16 PM

 dir.x = Input.acceleration.x * 5;
 dir.z = Input.acceleration.y * 5;

What about making '5' a smaller number?

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image UnusedMass · Dec 03, 2013 at 09:11 PM 0
Share

I dont want to slow it down, rather have it snap into the straight position so that it doesent apply any force when the user thinks he's holding it straight. (thanks for the answer, btw)

avatar image meat5000 ♦ · Dec 04, 2013 at 02:14 PM 0
Share

I'm thinking that the extra factor (the 5) in this case will not help, as dir is Normalised. Remove the 5 to reduce sensitivity and add the factor somewhere else ins$$anonymous$$d. It may help keep things smooth.

avatar image
0

Answer by SilverRush · Aug 02, 2014 at 12:33 PM

  if(dir.x < 0.1 && dir.x > -0.1) { dir.x = 0;}
  if(dir.z < 1.1 && dir.z > 0.9) { dir.z = 1;}

Try them again and Debug.Log (dir) before and after these code to see what happened. Make sure you add these code before you normalise them.

They should work, I think.

Another possibility is that though the Force is removed, velocity is still there and appears to be not working.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

18 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

how to drop mesh in all of directions? 0 Answers

Difference between Vector.up and transform.up 2 Answers

Fanning out projectiles depending on direction 1 Answer

Declaring Vector in inspector for directional movement 1 Answer

from Quaternion to RotateAround 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges