Player Movement in Apple TV

I want to publish my game for apple tv. My game contains two types of player movement but at present nothing running via tv remote. I can’t able to move my player using remote control. Same code words perfectly work for iOS version of game.

My first player movement code using touch:

 void Update ()
     {
         MoveBirdOnXAxis ();
         if (Input.GetMouseButtonDown (0))
             swatAreaDetected = IsSwatTouchArea ();
         else if (Input.GetMouseButton (0) && !swatAreaDetected) {
             flameObj.SetActive (true);
             BoostOnYAxis ();
         } else if (Input.GetMouseButtonUp (0)) {
             flameObj.SetActive (false);
             swatAreaDetected = false;
         }
         FixBabyGrayRotation ();
     }
     private bool IsSwatTouchArea ()
     {
         Vector3 pos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
         RaycastHit2D hit = Physics2D.Raycast (pos, Vector2.zero);
         if (hit != null && hit.collider != null && hit.collider.CompareTag (GameConstants.TAG_SWAT_TOUCH_AREA))
             return  true;
        
         return false;
     }
     void MoveBirdOnXAxis ()
     {
//        transform.position += new Vector3 (Time.deltaTime * horzSpeed, 0, 0);
         Vector2 currVelocity = myRigidBody.velocity;
         currVelocity.x = horzSpeed;
         myRigidBody.velocity = currVelocity;
     }
     void BoostOnYAxis ()
     {
         Vector2 currVelocity = myRigidBody.velocity;
         currVelocity.y = velPerJump;
         myRigidBody.velocity = currVelocity;
//        myRigidBody.velocity = new Vector2 (0, velPerJump);
     }

My second player movement code using accelerometer:

void Start ()
     {
         initalAccel = Input.acceleration;
     }
     void Update ()
     {
         FixBuddyRotation ();
     }
     void FixedUpdate ()
     {
         Vector3 accel = (Input.acceleration - initalAccel);
         Vector2 appliedAccelVel = new Vector2 (accel.x, -accel.z);
         if (Mathf.Abs (accel.x) > horzEliminationValue)
             appliedAccelVel.x = horzSpeed * Mathf.Sign (appliedAccelVel.x);
         else
             appliedAccelVel.x = myRigidBody.velocity.x * 0.6f;
         if (Mathf.Abs (accel.z) > vertEliminationValue)
             appliedAccelVel.y = vertSpeed * Mathf.Sign (appliedAccelVel.y);
         else
             appliedAccelVel.y = myRigidBody.velocity.y * 0.6f;
         if (appliedAccelVel.x < 0f && applyBackwardThrust) {
             applyBackwardThrust = false;
             appliedAccelVel.y = 0;
             appliedAccelVel.x *= 1.5f;
             Vector3 currVel = myRigidBody.velocity;
             currVel.y = 0;
             myRigidBody.velocity = Vector2.Lerp (currVel, appliedAccelVel, 1f);
         } else
             myRigidBody.velocity = Vector2.Lerp (myRigidBody.velocity, appliedAccelVel, Time.deltaTime * 5f);
         if (appliedAccelVel.x > 0f)
             applyBackwardThrust = true;   
     }

Above two are different approaches, but none of above is working. Via remote I can’t able to move players. So what changes I need to do in above so that I can able to move my players.

Any suggestion in this? Still I can’t able to figure this out.

I just need a point in which I am doing mistake, I don’t want any code for this.