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Question by InfinityDrive · Jan 08, 2013 at 01:51 AM · accelerometertransform.rotateflight

jittery movement when using transform.up and transform.Rotate

Hello, I been working on a flight script for a while and came across some code, however its not working properly when I try to add world rotation around Y-axis when the local euler angle z increases. So, when the airplane is at a 0 degree roll nothing happens, at >0 or <360 it begins to turn left around world y axis multiplied by angle of roll. Here is the code, the airplane starts to twitch a lot.. I am assuming transform.up does not update with the new position of the airplane and reverts to original?

Additionally, I am not sure how to adjust the accelerometer to the users neutral holding andgle..

 #pragma strict 
  
 var minVelocity : float = 10; 
 private var sizeFilter: int = 10;
 private var filter: Vector3[];
 private var filterSum = Vector3.zero;
 private var posFilter: int = 0;
 private var qSamples: int = 0;
  
 var eulerx : float;
 var eulery : float;
 var eulerz : float;    
     
     
     
 function Start () 
 {
      
 }
 
 function Update ()
 {
     transform.Translate( 0, 0, minVelocity * Time.deltaTime );    //velocity
 
     eulerz = transform.localEulerAngles.z;
     
     var temp: Vector3 = MovAverage( Input.acceleration.normalized );
     
     transform.up.z = temp.normalized.x;
     transform.up.x = -temp.normalized.y;
  
 //issue here
     //left turn
     if( eulerz > 0 && eulerz < 90 )
     {
         transform.Rotate( 0, - eulerz * Time.deltaTime * 10, 0, Space.World );
     }
 
     //right turn
     if( eulerz > 270 && eulerz <360 )
     {
         transform.Rotate( 0, eulerz * Time.deltaTime * 10, 0, Space.World );
     }
 
 }     
 
 function MovAverage( sample: Vector3 ) : Vector3 
 {
     if( qSamples == 0 ) filter = new Vector3[ sizeFilter ];
     filterSum += sample - filter[ posFilter ];
     filter[ posFilter++ ] = sample;
     if ( posFilter > qSamples ) qSamples = posFilter;
     posFilter = posFilter % sizeFilter;
     return filterSum / qSamples;
 }
     
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