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Question by DoctorCruz · Mar 13, 2014 at 08:03 PM · mobileaccelerometer

How to calibrate my accelerometer data

So I'm making a simple game that involves tilt control for android. I am trying to calibrate it so that the device accounts for position upon start-up. So if the user is holding it at an angle, the game will factor that in and adjust the acceleration. Here is my code:

 public class PlayerInput : MonoBehaviour 
 {    
 
     float xatstart = 0;
     float yatstart = 0;
 
     void Start()
     {
         xatstart = Input.acceleration.x;
         yatstart = Input.acceleration.y;
 
     }
 
     void Update()
     {
         Vector3 dir = Vector3.zero;
         
         // we assume that the device is held parallel to the ground
         // and the Home button is in the right hand
         
         // remap the 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.y-yatstart);
         dir.z = (Input.acceleration.x-xatstart);
         
         // clamp acceleration vector to the 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
         transform.Translate (dir * speed);
    }

}

But whenever I test it, it acts super wacky on tilt. Any suggestions on how to fix this?

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Answer by Bluewell · Mar 13, 2014 at 09:39 PM

 public class PlayerInput : MonoBehaviour 
     {   
         
         float xatstart = 0;
         float yatstart = 0;
     
         public float speed = 20f;
     
         private Vector3 Move;
         
         void Start()
         {
             xatstart = Input.acceleration.x;
             yatstart = Input.acceleration.y;
             
         }
         
         void Update()
         {
             Vector3 dir = Vector3.zero;
             
             // we assume that the device is held parallel to the ground
             // and the Home button is in the right hand
             
             // remap the 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.y-yatstart);
             dir.z = (Input.acceleration.x-xatstart);
             
             // clamp acceleration vector to the 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
             Move = new Vector3 (speed * dir.x,transform.rigidbody.velocity.y, speed * dir.z);
     
             transform.rigidbody.velocity = Move;
         }
     }


It depends on what you want to tilt exactly. I assume that you have a rigidbody attached to the object that you wanted to tilt, "Use Gravity" is unchecked and working on 3D. Try to copy-paste above script and see if it's working for you. One more thing: you may use Input.acceleration.normalized too for smoothing the movement instead of normalizing it with dir.Normalize().

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Answer by fedorsky · Sep 08, 2015 at 01:37 PM

@Bluewell where did you get dir.z and dir.x variables? they are no in the begining of script maybe this is old unity version?

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avatar image mavcom · Dec 28, 2015 at 05:13 PM 0
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Hi, I know this is an old thread but if you're still wondering dir.z and dir.x came from Vector3 dir = Vector3.zero;. since dir is a Vector3 it has .x .y and .z components

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