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IOS build not running accelerometer script

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Hello, I’m stuck on one of my last steps to complete a game. I use the accelerometer to roll a ball around & everyhing works fine when I build for Android also on unity remote on an iPhone. But when I build for iPhone my `float accelY;` code in Start and Fixedupdate is not working. What I’m trying to do is get the device start position so the ball moves correctly with the accelerometer. Is there something I have to do in Xcode for this to work? float speed = 15; float accelY; void Start() { accelY = Input.acceleration.y; } void FixedUpdate() { float x = Input.acceleration.x; float y = Input.acceleration.y - accelY; Vector2 dir = new Vector2(x, y): if (dir.sqrMagnitude > 1) dir.Normalize(); dir *= Time.deltaTime; transform.Translate(dir * speed, Space.World); }

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