Scenario One: Speed
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public
var simulateAccelerometer:boolean = false ; var speed = 10.0; function Update () {
var dir : Vector3 = Vector3.zero;
if (simulateAccelerometer)
{
dir.x = Input.GetAxis(
"Horizontal"
);
dir.y = Input.GetAxis(
"Vertical"
);
}
else
{
dir.x = Input.acceleration.x;
dir.y = Input.acceleration.y;
// clamp acceleration vector to 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);
}
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You can also change the speed to force
Scenario Two: Force
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public
var force:float = 1.0; public
var simulateAccelerometer:boolean = false ; function FixedUpdate () {
var dir : Vector3 = Vector3.zero;
if (simulateAccelerometer)
{
// using joystick input instead of iPhone accelerometer
dir.x = Input.GetAxis(
"Horizontal"
);
dir.y = Input.GetAxis(
"Vertical"
);
}
else
{
// we assume that device is held parallel to the ground
// and Home button is in the right hand
// remap 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;
dir.y = Input.acceleration.x;
// clamp acceleration vector to unit sphere
if (dir.sqrMagnitude > 1)
dir.Normalize();
}
rigidbody.AddForce(dir * force);
}
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The personal feeling scheme is more flexible and responsive in control. Scheme two control with inertia, the buffer is obvious.
Gravity-sensing controls (Unity iphone)