Animation on "input.acceleration.x" direction

Hi guys,
i’m just finishing a new project and i got an issue that is driving me mad…

I got my character moved on the X axis using the accelerometer, it works great quite basic script.
I need to play a “Left” animation and a “Right” animation according to the actual direction of the character (its a skateboarding game, the character moves only on the X axis and the environment moves to simulate the run.

Any solution?

Iguana_02

EDIT: Solved on my own (as usual ehehe)

Just needed to check if was >0 or <0.

How did you move you character left and right based on accelerometer?

Hi Imran Khalil here it is:

using UnityEngine;
using System.Collections;

public class tiltFunction : MonoBehaviour {
	
    public float speed = 10.0F;
	public float minPos = 15f;
	public float maxPos = -12f;
	
	private Vector3 dir;
	
	private bool isRunning = false;
		
	void Start(){
				
	}
	
    void Update() {
		
		
        dir = Vector3.zero;
		
        dir.x = -Input.acceleration.x;
        dir.z = 0;
        if (dir.sqrMagnitude > 1)
            dir.Normalize();
        
        dir *= Time.deltaTime;
		
     	transform.Translate(dir * speed);
		Debug.Log(dir.x);
		
		if(Input.touchCount==0&dir.x>0&isRunning==false){
			
			StartCoroutine (leftAnimation());
			
		}
		
		else if(Input.touchCount==0&dir.x<0&isRunning==false){
			
			StartCoroutine (rightAnimation());
			
		}
		
		//This limits the movement for the Left
		if(transform.localPosition.x>minPos){
			
			transform.localPosition = new Vector3 (minPos,transform.localPosition.y,transform.localPosition.z);
		}
		//This limits the movement for the Right
		else if(transform.localPosition.x<maxPos){
			
			transform.localPosition = new Vector3 (maxPos,transform.localPosition.y,transform.localPosition.z);
		}
		
		
	
}
	
	IEnumerator leftAnimation(){
		isRunning=true;
		animation["left"].layer = 5;
		animation["left"].wrapMode = WrapMode.Once;
		animation["left"].speed = 2;
		animation.CrossFade("left",0.3f);
		yield return new WaitForSeconds(animation["left"].clip.length);
		isRunning=false;
		
	}
	
	IEnumerator rightAnimation(){
		isRunning=true;
		animation["right"].layer = 5;
		animation["right"].wrapMode = WrapMode.Once;
		animation["right"].speed = 2;
		animation.CrossFade("right", 0.3f);
		yield return new WaitForSeconds(animation["right"].clip.length);
		isRunning=false;
		
	}
	
}

How to edit this code to make the object move also in the y-axis?