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Question by AppFireDeveloper_DM · Jun 14, 2014 at 09:38 PM · androidaccelerometerremotetilt

The build version of my android game doesn't work (in unity remote it works perfectly)

Hi guys!

I'm new in the android games development world so I really need your help cause I have a problem.

I'm creating an android game based on the Space Shooter Unity tutorial.

The game is very simple, the spaceship will move along the x-axis using the accelerometer and will shoots laser bolts against the oncoming asteroids. When the spaceship will be destroyed you have to touch the screen to restart.

I have used Unity Remote during the development of the game and I thought I had finished it because in remote everything worked perfectly, so I made the build version, but when I installed it on my phone it didn't work!

This is the behaviour of the spaceship in the apk:

  • it DOESN'T MOVE

  • it DOESN'T SHOOT

  • it ROTATES along the z-axis

I really need your help cause I don't know what to do...

This is the code that I have used:

 using UnityEngine;
 using System.Collections;
 
 [System.Serializable]
 public class Boundary
 {
     public float xMin, xMax, zMin, zMax;
 }
 
 public class PlayerController : MonoBehaviour
 {
     public float speed;
     public float tilt;
     public Boundary boundary;
 
 
     
     public GameObject shot;
     public Transform shotSpawn;
     public float fireRate;
     
     private float nextFire;
     
     void Update ()
     {
         if (Input.GetButton("Fire1") && Time.time > nextFire)
         {
             nextFire = Time.time + fireRate;
             Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
             audio.Play ();
         }
     }
 
 
     void FixedUpdate ()
     {
     
 
         float moveHorizontal = Input.acceleration.x;
         float moveVertical = -Input.acceleration.z;
         
         Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
 
         rigidbody.velocity = movement * speed;
         
         transform.position = new Vector3 
             (
                 Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax), 
                 0.0f, 
                 Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
                 );
         
 
         rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
     }
 }

Please if you know the solution let me know which changes i have to make in the code. Thank you!

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