Input.accelerationEvents problem

Hey everyone…

Has anyone tried to apply the code provided in the docs to a game object to see how it works? I’ve done this and I’m getting nothing beyond a 0 reading while using Unity Remote. Can anyone else verify this? Is this a bug or a limitation with remote?

Thanks!

It helps to know which code from what part of the docs and how you are trying to apply it.

Sorry I didn’t realize it wasn’t that obvious…

1 - If you search the docs for what I’ve provided in the header

2 - Copy the code from the docs (I’m using the c# version)

3 - Paste it into a script

4 - Attach script to an empty game object

5 - Run Unity Remote and hit play.

I’m getting zeros across the board, even when shaking the device.

Thanks! :slight_smile:

nudge… anyone? It only takes a minute to test. I’m just wondering if there’s a bug with Unity Remote and Input.accelerationEvents.

I’ve encountered the same problem today, the returned acceleration is always 0 when using the code from the docs.
Does anyone have an idea?

EDIT:
Seems like the deltaTime of the acceleration is always 0.
Is this a bug?

I’m glad it’s not just me. Can we get someone from UT to verify? If this proves to give me accurate tilt delta (similar to using mouse delta) then I could use this feature now.

Cheers!

Anyone else try this yet? I’m still wondering if it’s a bug.

and yes, I’ve submitted it. :slight_smile:

bump

According to the database, the QA team have started looking at this but haven’t established yet if the code example is wrong or if there is a fault with Remote.

Ahh ok. Good I’m glad they’re looking into it at least. Hopefully they find out soon what’s going on.

The database… is it available for anyone to see? How would I get to it?

Thanks Andeeee!

No.

If you report a bug then you should get sent a link to the database entry for that report only. If you want to find out if a bug is known about before submitting a report then it is best to ask on the forum, PM me or send an e-mail to support@unity3d.com.