Convert for use with accelerometer

Could someone help me convert this for use with the accelerometer wile the user is tapping the screen
Right now it uses the arrow keys to orbit.

any help would be greatly appreciated!
Thanks

var target : Transform;
var distanceMin = 10.0;
var distanceMax = 15.0;
var distanceInitial = 12.5;
var scrollSpeed = 1.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

private var x = 0.0;
private var y = 0.0;
private var distanceCurrent = 0.0;

@script AddComponentMenu ("Camera-Control/Key Mouse Orbit")

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

	distanceCurrent = distanceInitial;

	// Make the rigid body not change rotation
   	if (rigidbody)
		rigidbody.freezeRotation = true;
}

function LateUpdate () {
    if (target) {
        x += Input.GetAxis("Horizontal") * xSpeed * 0.02;
        y -= Input.GetAxis("Vertical") * ySpeed * 0.02;
 		distanceCurrent -= Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
		
		distanceCurrent = Mathf.Clamp(distanceCurrent, distanceMin, distanceMax);
 		y = ClampAngle(y, yMinLimit, yMaxLimit);
 		       
        var rotation = Quaternion.Euler(y, x, 0);
        var position = rotation * Vector3(0.0, 0.0, -distanceCurrent) + target.position;
        
        transform.rotation = rotation;
        transform.position = position;
    }
}

static function ClampAngle (angle : float, min : float, max : float) {
	if (angle < -360)
		angle += 360;
	if (angle > 360)
		angle -= 360;
	return Mathf.Clamp (angle, min, max);
}
var target : Transform;
var distanceMin = 10.0;
var distanceMax = 15.0;
var distanceInitial = 12.5;
var scrollSpeed = 1.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

private var x = 0.0;
private var y = 0.0;
private var distanceCurrent = 0.0;

@script AddComponentMenu ("Camera-Control/Key Mouse Orbit")

function Start () {
    var angles = transform.eulerAngles;
    x = angles.y;
    y = angles.x;

   distanceCurrent = distanceInitial;

   // Make the rigid body not change rotation
      if (rigidbody)
      rigidbody.freezeRotation = true;
}

function LateUpdate () {
    if (target) {
        x -= iPhoneInput.acceleration.x * xSpeed * Time.deltaTime;
        y += iPhoneInput.acceleration.y * ySpeed * Time.deltaTime;
       distanceCurrent -= Input.GetAxis("Mouse ScrollWheel") * scrollSpeed;
      
      distanceCurrent = Mathf.Clamp(distanceCurrent, distanceMin, distanceMax);
       y = ClampAngle(y, yMinLimit, yMaxLimit);
              
        var rotation = Quaternion.Euler(y, x, 0);
        var position = rotation * Vector3(0.0, 0.0, -distanceCurrent) + target.position;
       
        transform.rotation = rotation;
        transform.position = position;
    }
}

static function ClampAngle (angle : float, min : float, max : float) {
   if (angle < -360)
      angle += 360;
   if (angle > 360)
      angle -= 360;
   return Mathf.Clamp (angle, min, max);
}

PS: i took the liberty to make it a little bit more framerate-independent… :slight_smile: