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Question by Kinger61 · May 23, 2015 at 04:02 PM · c#androidmovementinputcharacter

Getting My Character to Move

My character currently has the below script attached and moves when playing in PC by holiding left arrow or right arrow to move left and right respectively. I want to be able Vto do left and right movement on deviceV by tilting device left and right. Game is for android and is done to fit portrait. Wit$$anonymous$$n **start()**I have gyro code and wit$$anonymous$$ng FixedUpdate() I have accelerometer code to try t$$anonymous$$s. Most of other code is for the normal movements of the character on PC. Can anyone help me understand why it isnt working at the minute? Currently when the device is tilted toward player the charatcer moves right... if the minus is removed from dir.x = -Input.acceleration.y; tilting toward you moves player left...I want to move left and right but tilting left and right to do so ?

 using UnityEngine;
 using System.Collections;
 
 // Require these components when using t$$anonymous$$s script
 [RequireComponent(typeof (Animator))]
 [RequireComponent(typeof (CapsuleCollider))]
 [RequireComponent(typeof (Rigidbody))]
 public class PlayerControl_S : MonoBehaviour
 {
     [System.NonSerialized]                    
     public float meshMoveSpeed = 4.0f;
     
     [System.NonSerialized]
     public float animSpeed = 1.5f;                // a public setting for overall animator animation speed
     
     private Animator anim;                            // a reference to the animator on the character
     private AnimatorStateInfo currentBaseState;        // a reference to the current state of the animator, used for base layer
     private AnimatorStateInfo layer2CurrentState;    // a reference to the current state of the animator, used for layer 2
 
     public float movementScale; 
     public Vector3 dir;
     
     
     void Start ()
     {
         dir = transform.position;
         dir.y = Vector3.Dot (Input.gyro.gravity, Vector3.up) * meshMoveSpeed;
         transform.position = dir;
 
         // initialising reference variables
         anim = GetComponent<Animator>();                                          
         if(anim.layerCount ==2)
             anim.SetLayerWeight(1, 1);
     }
 
     void OnTriggerEnter (Collider other)
     {
         if (other.tag == "Coin")
         {
             audio.Play();
         }
     }
 
     void OnAnimatorMove() //Tells Unity that root motion is handled by the script
     {
         if(anim)
         {
             Vector3 newPosition = transform.position;
             newPosition.z += anim.GetFloat("Speed")* meshMoveSpeed * Time.deltaTime;
             newPosition.x += anim.GetFloat("Direction") * meshMoveSpeed * Time.deltaTime;
             transform.position = newPosition;
         }
     } 
     
     void FixedUpdate ()
     {    
         float h = Input.GetAxis("Horizontal");                // setup h variable as our horizontal input axis
         float v = Input.GetAxis("Vertical");                // setup v variables as our vertical input axis
         anim.SetFloat("Speed", 1f);                            // set our animator's float parameter 'Speed' equal to the vertical input axis                
         anim.SetFloat("Direction", h);                         // set our animator's float parameter 'Direction' equal to the horizontal input axis        
         anim.speed = animSpeed;                                // set the speed of our animator to the public variable 'animSpeed'
         //anim.SetLookAtWeight(lookWeight);                    // set the Look At Weight - amount to use look at IK vs using the head's animation
         currentBaseState = anim.GetCurrentAnimatorStateInfo(0);    // set our currentState variable to the current state of the Base Layer (0) of animation
 
         //Vector3 dir = Vector3.zero;
 
         if (Input.deviceOrientation == DeviceOrientation.Portrait) 
         {
             dir.x = -Input.acceleration.y;
             //dir.x = Input.acceleration.x;
 
             if(dir.sqrMagnitude > 1)
             {
             dir.Normalize();
             dir *= Time.deltaTime;
             transform.Translate(dir * meshMoveSpeed);
             }
         
         }
 
         //Controls the movement speed
         if(v <= 0.0f)
         {
             meshMoveSpeed = 4;    
         }
         else
         {
             meshMoveSpeed = 6;
         }
         
         if(anim.layerCount ==2)
         {
             layer2CurrentState = anim.GetCurrentAnimatorStateInfo(1);    // set our layer2CurrentState variable to the current state of the second Layer (1) of animation
         }
     }
     }
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Answer by Kinger61 · May 24, 2015 at 07:06 PM

I took out all the gyro code and the dir code and simply wrote t$$anonymous$$s and it worked perfectly: transform.Translate (Input.acceleration.x, 0, 0);

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