How can I put Accelerometer Input for Android in that script?

So I have that script and it’s not mine , I use it but I want when I play on my tablet to control player left right with Accelerometer…
That’s the script, it work with keypad buttons…

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveTheCube : MonoBehaviour
{
public float rotationPeriod = 0.3f;
private float sideLength = 1f;

bool isRotate = false;                  
float directionX = 0;                
float directionZ = 0;                

Vector3 startPos;               
float rotationTime = 0;             
float radius;                       
Quaternion fromRotation;             
Quaternion toRotation;

private Vector3 m_startPosition;
public float maxDistance = 4f;           

// Use this for initialization
void Start()
{
    m_startPosition = transform.position;
    radius = sideLength * Mathf.Sqrt(2f) / 2f;

}

// Update is called once per frame
void Update()
{

    float y = 0;

    y = Input.GetAxisRaw("Horizontal")*-1;

    
    

    if (CheckLimits(y) && (y != 0) && !isRotate)
    {
        directionX = y;
        //directionZ = x;                                                             
        startPos = transform.position;                                           
        fromRotation = transform.rotation;                                        
        transform.Rotate(directionZ * 90, 0, directionX * 90, Space.World);    
        toRotation = transform.rotation;                                         
        transform.rotation = fromRotation;                                        
        rotationTime = 0;                                                         
        isRotate = true;                                                         
    }
}

bool CheckLimits(float y)
{
    if (transform.position.x - m_startPosition.x > maxDistance - 1)
    {
        if (y > 0)
            return true;
        else
            return false;
    }
    else if (transform.position.x - m_startPosition.x < -maxDistance + 1)
    {
        if (y < 0)
            return true;
        else
            return false;
    }
    else
        return true;
}

void FixedUpdate()
{

    if (isRotate)
    {
        rotationTime += Time.fixedDeltaTime;                                  
        float ratio = Mathf.Lerp(0, 1, rotationTime / rotationPeriod);         

        float thetaRad = Mathf.Lerp(0, Mathf.PI / 2f, ratio);                   
        float distanceX = -directionX * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));    
        float distanceY = radius * (Mathf.Sin(45f * Mathf.Deg2Rad + thetaRad) - Mathf.Sin(45f * Mathf.Deg2Rad));                    
        float distanceZ = directionZ * radius * (Mathf.Cos(45f * Mathf.Deg2Rad) - Mathf.Cos(45f * Mathf.Deg2Rad + thetaRad));         
        transform.position = new Vector3(startPos.x + distanceX, startPos.y + distanceY, startPos.z + distanceZ);                     

        transform.rotation = Quaternion.Lerp(fromRotation, toRotation, ratio);     

        if (ratio == 1)
        {
            isRotate = false;
            directionX = 0;
            directionZ = 0;
            rotationTime = 0;
        }
    }
}

}

Hi, Please someone help me with that :frowning:
@Hellium