Hi, I’m beginner in Unity and now I work on an app which may reproduce gyro property. Like on a video below. This is my student work.
This app on video was made with XNA, I just took a clean device accelerometer output and work with it. And now in Unity I can’t do it.
here my MonoDevelop code on C# for an 3d object.
void Update ()
{transform.Rotate (0 , 0, Input.acceleration.x);}
This code rotate object constantly while I need keep it parallel the horizon, like a gyro.
Please can anyone help my to understand what unity did with accelerometer output.
P.S Sorry for my grammar and bad English level.
void Update ()
{transform.Rotate (0 , 0, Input.acceleration.x);}
This code tells object to rotate on every frame by given values.
You need to modify transform.rotation. However, this involves converting Vector3 to Quaternion. Look at methods of both for a solution 
BTW, I don’t think this is the right forum for basic learning questions, this is specific to technical issues with WSA and WP.
Sorry about wrong forum
Thank you for your answer, I will try your advice.
Hi again. I tried a different transform rotation like transform.rotation = Input.gyro.attitude;
Which must to keep object parallel to horizon (i thought), now I’m empty. Can anyone help me?