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Question by jigwiz · Mar 31, 2017 at 06:17 AM · movementaccelerometergyroscopez axis

Change sensitivity of Z rotation on game object

I have a character that is moving essentially the way I want but the rotation is responding to slow. How do I get the character to rotate quicker in response to the acceleration on device?:

 public float smooth = 0.4f;
     public float newRotation;
     public float sensitivity = 0;
     public float xSpeed = 0f;
     public float ySpeed = 0f;
 
     private Vector3 currentAcceleration, initialAcceleration;
     //public float offSetY;
 
 
 
     Matrix4x4 calibrationMatrix;
     Vector3 wantedDeadZone  = Vector3.zero;
 
     void Start()
     {
         calibrate ();
 
         initialAcceleration = Input.acceleration;
         currentAcceleration = Vector3.zero;
     
 
     }    
 
 
     void Update() 
     {
 
 
         //Move character using gyro//
 
         //Controls input speed
         //transform.Translate (Input.acceleration.x * Xspeed, Input.acceleration.y * Yspeed, 0);
         _InputDir = getAccelerometer(Input.acceleration);
 
         //Controll character using accelerometer
         transform.Translate (_InputDir.x * xSpeed, _InputDir.y * ySpeed, 0);
 
         //Control character rotation
         currentAcceleration = Vector3.Lerp(currentAcceleration, Input.acceleration - initialAcceleration, Time.deltaTime/smooth);
 
         newRotation = Mathf.Clamp(currentAcceleration.x * sensitivity, -1, 1);
         transform.Rotate(0, 0, -newRotation);
 
         //Constrain character movement to viewport//
         Vector3 boundaryVector = transform.position;
 
         Vector3 pos = Camera.main.WorldToViewportPoint (transform.position);
         pos.x = Mathf.Clamp01(pos.x);
         pos.y = Mathf.Clamp01(pos.y);
         pos.z = Mathf.Clamp (transform.position.z, 100, 50);
 
 
 
 
         transform.position = Camera.main.ViewportToWorldPoint(pos);
 
     }
 
     void calibrate()
     {
             wantedDeadZone = Input.acceleration;
             Quaternion rotateQuaternion = Quaternion.FromToRotation(new Vector3(0f, 0f, -1f), wantedDeadZone);
             //create identity matrix ... rotate our matrix to match up with down vec
             Matrix4x4 matrix = Matrix4x4.TRS(Vector3.zero, rotateQuaternion, new Vector3(1f, 1f, 1f));
             //get the inverse of the matrix
             calibrationMatrix = matrix.inverse;
 
         }
 
         //Method to get the calibrated input 
         Vector3 getAccelerometer(Vector3 accelerator){
             Vector3 accel = this.calibrationMatrix.MultiplyVector(accelerator);
             return accel;
         }
 
         //Finally how you get the accelerometer input
         Vector3 _InputDir;
 
 }

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