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Question by roncel106 · Jul 07, 2012 at 07:26 PM · android2drotateonguiaccelerometer

How do I rotate my player and still make it go where I tilt my phone?

Ok, I'm not sure if I asked that right.

Anyhow, I'm making this 2d perspective game, one similar to that really old game "asteriods" where the camera is on top of the player. I use the accelerometer to move my player up, down, left and right. then I have 2 GUI buttons for rotating my player left and right. the problem is, when i rotate the player, the directions of the accelerometer gets ruined (for example, if i rotate the player then tilt the phone to the left, instead of the player going to the left, it goes to some other direction, which is very frustrating).

  • Is there anyway to rotate my player and still make it go where I tilt my phone?
  • Would someone explain to me what's the problem in the simplest way?
  • Can someone give me a sample code?
  • Sorry for being too demanding. I tried searching for answers and failed, so this is pretty much my last resort.

    Here's my code for the accelerometer:

    var speed = 20.0;

    function Update () {

     var xMove : float = -Input.acceleration.y * Time.deltaTime * speed;
     var yMove : float = Input.acceleration.x * Time.deltaTime * speed;
     
     transform.Translate(Vector3(xMove,yMove,0));
      transform.position.x = Mathf.Clamp(transform.position.x, -Screen.width*0.045, Screen.width*0.045);
      transform.position.y = Mathf.Clamp(transform.position.y, -Screen.height*0.045, Screen.height*0.045);
        
    

    }

    Here's my code for turning:

    function OnGUI () {

     if(GUI.RepeatButton(Rect(Screen.width * .01, Screen.height * .80, 50, 50), "<"))
     {
         transform.Rotate(0,0, rotationSpeed * Time.deltaTime);     
     }
     
     if(GUI.RepeatButton(Rect(Screen.width * .20, Screen.height * .80, 50, 50), ">"))
     {
         transform.Rotate(0,0, -rotationSpeed * Time.deltaTime);
     }
    
    

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    Answer by RetepTrun · Jul 07, 2012 at 08:40 PM

    Sounds like you want him to move by the world coordinates not his local coordinates.

    Look at this

    http://docs.unity3d.com/Documentation/ScriptReference/Transform.Translate.html

     // Move the object upward in world space 1 unit/second.
         transform.Translate(Vector3.up * Time.deltaTime, Space.World);
    
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    avatar image roncel106 · Jul 08, 2012 at 11:17 AM 0
    Share

    thanks man!! it's funny that Space.World was the only thing I needed. XD

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