iPhoneInput.acceleration

I see that while running in the UnityEditor, iPhoneInput.acceleration is not Zero. The iPhone is completely disconnected…

does it make any sense?

Well, you can have your iPhone/iPod touch not physically connected yet have the remote application “connected” via wireless communication. Can you confirm that it’s neither connected nor is the remote application running? Perhaps this is a residual value due to having had your device running the remote application then you quit the app while your content was still playing inside of Unity? Does the value fluctuate?

FWIW, I can fire up Unity iPhone (iPhone not connected nor running the remote app) and write a simple script to dump iPhoneInput.acceleration using Debug.Log() and it shows as a zero vector.