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Question by jdvar · Dec 17, 2014 at 09:53 PM · mobiletranslateaccelerometer

Accelerometer start position

Hello,

I'm making a 2D mobile game where I have an object that's moving with accelerometer. I'm using translate for this:

 transform.Translate (Input.acceleration.x, Input.acceleration.y, 0);

But the starting default position for this is when my phone lies horizontally. I want to make this starting position when you hold your phone as usual (about 60 degrees to the ground). How can I do that?

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avatar image Kac26 · Apr 26, 2015 at 07:24 PM 0
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Do you ever find a solution? I have the same problem...

avatar image $$anonymous$$ · May 12, 2015 at 07:09 PM 0
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I'm not familiar with accelerometer and don't have one on hand to test with but perhaps try something like this (note it is pseudo-code):

 Vector3 input = new Vector3(Input.acceleration.x, Input.acceleration.y, 0);
 Vector3 inputAt60Degrees = (The input given at 60 degrees);
 transform.Translate(input - inputAt60Degrees);

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Answer by Totalys · May 12, 2015 at 09:21 PM

I think this should solve your issue:

 using UnityEngine;
 using System.Collections;
 
 public class AccelerometerInput : MonoBehaviour {
 
         public float Speed; // 10 is a good number to this variable.
 
     private Vector3 dirInit = Vector3.zero;
 
     void Start()
     {
         dirInit.z = Input.acceleration.z;
         dirInit.x = Input.acceleration.x;
     }
 
 
     // Update is called once per frame
     void Update () {
 
         Vector3 dir = Vector3.zero;
 
             // you need to send the difference of your current accelerometer position to the initial state.
         dir.x = Input.acceleration.x - dirInit.x;
         dir.z = Input.acceleration.z - dirInit.z;
         if (dir.sqrMagnitude > 1)
             dir.Normalize();
         
         dir *= Time.deltaTime;
         transform.Translate(dir * Speed);
     }
 }


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avatar image RingK · May 01, 2016 at 04:39 PM 0
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@Totalys Thanks a lot! Was looking for the same thing and your answer solved my problem!

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