I want to make my character to move smoothly when I tilt my phone. How I can make it to move smoothly and the velocity and the speed increases as the slope of the phone?
void AccelerometerMove(){
float x = Input.acceleration.x;
Debug.Log("X = " + x);
if (x < -0.1f)
{
MoveLeft();
}
else if (x > 0.1f)
{
MoveRight();
}
else
{
SetVelocityZero();
}
}
public void SetVelocityZero()
{
rb.velocity = Vector2.zero;
}
public void MoveLeft()
{
rb.velocity = new Vector2(-speed, 0);
//transform.Translate(Vector2.right * speed * Time.deltaTime);
transform.eulerAngles = new Vector2(0, 180);
}
public void MoveRight()
{
rb.velocity = new Vector2(speed, 0);
//transform.Translate(Vector2.right * speed * Time.deltaTime);
transform.eulerAngles = new Vector2(0, 0);
}
You can directly use the input of the accelerometer to set the speed of your object :
void AccelerometerMove()
{
float x = Input.acceleration.x;
Debug.Log("X = " + x);
if (x < -0.1f)
{
MoveLeft(x);
}
else if (x > 0.1f)
{
MoveRight(x);
}
else
{
SetVelocityZero();
}
}
public void SetVelocityZero()
{
rb.velocity = Vector2.zero;
}
public void MoveLeft( float s )
{
rb.velocity = new Vector2(s, 0);
transform.eulerAngles = new Vector2(0, 180);
}
public void MoveRight( float s )
{
rb.velocity = new Vector2(s, 0);
transform.eulerAngles = new Vector2(0, 0);
}
And / or use the Mathf.Lerp function to compute the speed :
void AccelerometerMove()
{
float x = Input.acceleration.x;
Debug.Log("X = " + x);
if (x < -0.1f)
{
MoveLeft();
}
else if (x > 0.1f)
{
MoveRight();
}
else
{
SetVelocityZero();
}
}
public void SetVelocityZero()
{
rb.velocity = Vector2.zero;
}
public void MoveLeft()
{
rb.velocity = new Vector2( Mathf.Lerp( rb.velocity.x, -speed, Time.deltaTime ), 0);
transform.eulerAngles = new Vector2(0, 180);
}
public void MoveRight()
{
rb.velocity = new Vector2( Mathf.Lerp( rb.velocity.x, speed, Time.deltaTime ), 0);
transform.eulerAngles = new Vector2(0, 0);
}