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August 29, 2015 13:57
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Adapter for Unity that uses the mouse for input if the current device (e.g., the editor) doesn't support acceleration. MIT license, so go nuts.
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using UnityEngine; | |
using System.Collections; | |
public class AccelerometerAdapter : MonoBehaviour { | |
public const float TILT_SENSITIVITY = 1.5f; | |
public Vector3 Input { | |
get { | |
if (SystemInfo.supportsAccelerometer) { | |
return UnityEngine.Input.acceleration * TILT_SENSITIVITY; | |
} else { | |
var mousePosition = UnityEngine.Input.mousePosition; | |
var x = (mousePosition.x - Screen.width / 2) / Screen.width; | |
var y = (mousePosition.y - Screen.height / 2) / Screen.height; | |
return new Vector3(x, y, 0) * TILT_SENSITIVITY; | |
} | |
} | |
} | |
} |
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using UnityEngine; | |
using System.Collections; | |
public class InputFilter : MonoBehaviour { | |
public float Filter = 5.0f; | |
public float Sensitivity = 4.0f; | |
public float XClamp = 3f; | |
public Vector3 Input; | |
private Vector3 accel; | |
public AccelerometerAdapter AccelerometerAdapter; | |
void Start() { | |
accel = AccelerometerAdapter.Input; | |
} | |
void Update() { | |
// filter the jerky acceleration in the variable accel: | |
accel = Vector3.Lerp(accel, AccelerometerAdapter.Input, Filter * Time.deltaTime); | |
var dir = accel * Sensitivity; | |
dir.x = Mathf.Clamp(dir.x, -XClamp, XClamp); | |
Input = dir; | |
} | |
} |
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