Gravity-sensing controls (Unity iphone)

Source: Internet
Author: User

Scenario One: Speed
1234567891011121314151617181920212223 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);}

You can also change the speed to force

Scenario Two: Force
123456789101112131415161718192021222324252627282930 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);}

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)

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