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Question by MysticalMrCool · Jan 18, 2021 at 04:45 AM · c#player movementaccelerometerinput.acceleration

How to smoothen/average out player movement when using Input.acceleration?

Hey guys, Unity noob making my first 2D mobile game. I'm making a platformer that utilises the accelerometer for left and right movement similar to Doodle Jump.

This is my movement method (called in Update()):

 private void Move()
     {
         var deltaX = Input.acceleration.x * Time.deltaTime * moveSpeed;
         var newXPos = transform.position.x + deltaX;
         transform.position = new Vector3(newXPos, transform.position.y, transform.position.z);        
     }

This works quite well for the most part but I'm noticing that the movement is too sensitive especially when holding the phone vertically and rotating it on its z-axis (best way to describe it lol). This makes the player jerk left and right a bit too much. What would be the best way to smoothen out the left/right movement?

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avatar image $$anonymous$$ · Jan 18, 2021 at 04:55 AM 0
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Try calling it in FixedUpdate().

avatar image MysticalMrCool $$anonymous$$ · Jan 18, 2021 at 05:04 AM 0
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Thanks for the reply but unfortunately the movement is still pretty shakey. I think it improved a little bit though :)

avatar image $$anonymous$$ · Jan 18, 2021 at 06:28 AM 0
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Instead of line 5, write-

 posVel = Vector3.zero;
 
 Vector3.SmoothDamp(transform.position, new Vector3(newXPos, transform.position.y, transform.position.z), ref posVel, 0.25f);

I am not exactly sure about the last 2 arguments of the SmoothDamp, but it worked for me.

avatar image MysticalMrCool $$anonymous$$ · Jan 18, 2021 at 07:38 AM 0
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Thanks for another response :) I can't get this to work. The player isn't moving at all now. I also tried:

 transform.position = Vector3.SmoothDamp(transform.position, new Vector3(newXPos, transform.position.y, transform.position.z), ref posVel, 0.25f);
avatar image $$anonymous$$ MysticalMrCool · Jan 18, 2021 at 09:57 AM 0
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Yeah sorry I forgot to write the transform.position = .

I am not sure about how smoothDamp works but I think that this might be solved by changing some values like posVel or the fourth argument or maybe the fourth argument could be Time.deltaTime.

avatar image MysticalMrCool $$anonymous$$ · Jan 18, 2021 at 08:04 AM 0
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Actually, the player does move, just incredibly slowly, and when I try increasing moveSpeed it is still just as shakey.

avatar image Llama_w_2Ls · Jan 18, 2021 at 08:42 AM 0
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Would using the gyroscope to maintain a constant acceleration work? I believe that the accelerometer increases in acceleration the further you tilt, which would cause large steps of movement. Also, would lerping help to smoothen out the movement?

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