I’m trying to rotate my camera based on the Input.acceleration.y.

The usual Problem is that the acceleration values are not smooth and very sloppy.

So i tried to low-cut and smooth the acceleration.

Here is what i tried.

That does not work proper, but i cant find out what to do to get it working.

```
float newrotation = 0;
float tmp = Input.acceleration.y;
if(Input.acceleration.y >= lastacceleration.y + 0.05 ||Input.acceleration.y <= lastacceleration.y -0.05)
{
tmp = Input.acceleration.y;
tmp = Mathf.Lerp(lastacceleration.y , tmp,Time.deltaTime *20);// tmp
}
else
{
tmp = lastacceleration.y;
}
newrotation = tmp *90f;
lastacceleration = Input.acceleration;
camerago.transform.localRotation = Quaternion.Euler( 0,0,newrotation);
```