Determining accelerometer presence on Windows Store app, perhaps similar to Input.isGyroAvailable?

I am working on an app for the Windows Store which will need to display different control guides for keyboard controls or tilt, depending on if the device has an accelerometer or not.

Is it possible to determine if a device has an accelerometer from the Unity APIs, similar to Input.isGyroAvailable?

Alternately, if this has to be done using Windows-specific code, a sample of how to do this would be appreciated!

Thank you,

Kevin

Probably way too late to be of any help at this stage seeing as you posted this in February, but you can use

if(SystemInfo.supportsAccelerometer)
        {
            //Do whatever you need to do to adjust here, I just logged it
            Debug.Log("Accelerometer available");
        }

Check for this when your game starts up.