The accelerometer portion of my project has been slightly gimped in Unity 4. It looks like Unity Team has changed the axis to be persistent with the device, whether the phone is in portrait or landscape mode. In my project (landscape), this means that rather than tilting left and right to look left and right, you now tilt back and forth to look left and right!
This is not the case when testing with the Android Unity Remote, though. The Unity remote still behaves as it did in 3.5. I use the Android version of the remote (even when testing iOS), as the iPhone version is extremely laggy for some reason. The iOS version does appear to be consistent with the device build, though.
I’m not sure how to approach this. If I change the axis that I’m using, then it will fix the device build but move the problem to the Unity Remote when I’m testing on PC.
The same happened here, and I didn’t found a solution after a lot of searching. If you want to test your game with Unity Remote for Android, I suggest you write a code to use in the device and a code to use in the Remote, and just enable/disable de scripts according to where you want to test the project. Its what I’m doing here.
bump on this, please fix this unity or at least hand out a source code for android remote like you do for iOS so the community can fix it and have a workable remote, its a serious hinder on my development
im not sure exactly what changed, i had a series of events and one seemed to fix the problem?
first i was still on unity 4 trial, that expired yesterday so i entered my android basic key and started unity back up,
then it came up with an update to 4.0.1f2 and i installed that
after this things seemed to be mostly fixed, it looks like the acceleration reading lined back up with remote, but was inverted in its own axis, meaning -1 on x was now 1 and 1 and -1
not sure what the fix was, but if you havnt updated the new patch i suggest giving it a shot