How to convert Input.mousePosition into iphone/android accelerometer? (432692)

Hi all,

Recently my boss bought a starterkit by activeden called Active Jump!

I have been trying to get it port into iphone/android with no success…

well here is the code, this is attached to the player prefab.

Basically i need to tilt the phone left to right like those jumping game clones on iphone android.. aka like Abduction, doodle jump, papi jump etc etc…

i tried so far but no avail, keep getting errors like float cannot convert into vector3 stuff like that.. usually this is my last resort posting here… sooo please… please help

PS: this is a part of the full code.. i hope im not voiding any stupid license from Activeden…

   // if you want to change how high (or low) the player jumps, change this value
    public var jumpPower : float = 35.0;

    // this chunk o variables are just boring variables that the functions use to function
    private var theZ : float;
    private var jumpEnabled : boolean;
    private var canMove : boolean;
    private var hit : RaycastHit;
    private var mousePos : float;
    private var xVel : float;
    private var xPos : float;
    private var yVel : float;
    function FixedUpdate () {

        // always assume we're NOT grounded every step (and expect to be proved wrong by raycasting etc.)
        grounded=false;

        // check to see if we're on top of a platform - here we cast two rays, one on each side of the player
        // LEFT:
        if (Physics.Raycast (transform.position- Vector3.up * 0.5
+ Vector3.right * 0.5, -Vector3.up, hit, 1, 1<<9)) {
            // we found ground, so set our grounded flag to true, so that the player will jump
            grounded=true;
            if(rigidbody.velocity.y<0){
                theTransformHit=hit.transform;
            }

        }
        // RIGHT:
        if (Physics.Raycast (transform.position- Vector3.up * 0.5
- Vector3.right * 0.5, -Vector3.up, hit, 1, 1<<9)) {
            // we found ground, so set our grounded flag to true, so that the player will jump
            grounded=true;
            if(rigidbody.velocity.y<0){
                theTransformHit=hit.transform;
            }
        }

        // do jumping, if we're on top of a platform
        if(jumpEnabled){
            if(grounded  rigidbody.velocity.y<0){
                doJump();
                // send a message to the platform to tell it to destroy itself
                theTransformHit.gameObject.SendMessage("hitPlatform");
            }
        }

        // grab the mouse position and take off the width of the screen /2 so that moving the
        // mouse to the left of the window will produce a negative number and moving it to the right of
        // the window will produce a positive number

        mousePos = (Screen.width/2)-Input.mousePosition.x;


            // now we check the mouse position and move our player accordingly
            xVel=0;
            if (mousePos>1 || mousePos<-1){
                xVel+=(mousePos*0.02);
            }

            if(canMove){

                // add x velocity to our position
                //xPos=transform.position.x;

                if(xVel>maxMoveSpeed)
                xVel=maxMoveSpeed;

                if(xVel<-maxMoveSpeed)
                xVel=-maxMoveSpeed;

                if(xPos>gameWidth){
                    xPos=gameWidth;
                    rigidbody.MovePosition(Vector3(gameWidth,transform.position.y,transform.position.z));
                    if(xVel>0){
                        xVel=0;
                        rigidbody.velocity.x=0;
                    }
                }

                if(xPos<-gameWidth){
                    xPos=-gameWidth;
                    rigidbody.MovePosition(Vector3(-gameWidth,transform.position.y,transform.position.z));
                    if(xVel<0){
                        xVel=0;
                        rigidbody.velocity.x=0;
                    }
                }

                // set our movement velocity
                rigidbody.velocity.x=xVel*5;

                // lean our player some
                transform.eulerAngles.z=-(mousePos*0.2);

            }

no help?