Problem using the rigidbody

I am trying to run a bike on the track provided…
its running fine …
but I am trying to move it left and right using

            rigidbody.MovePosition(rigidbody.position + speedforcar * Time.deltaTime);
            rigidbody.AddRelativeForce(
			0f,
			0.0f,
            Input.acceleration.y * 1.35f ,
            ForceMode.Acceleration
        ); 

so for this i need to attach rigidbody to the bike
and whenever i am adding rigidbody to it.
It starts moving to the right…
I am not getting how to solve it.

may be I dont need to use this code for moving it left or right…
But is there any other way of doing this…
Actually I want to run my bike regularly only we can control its left or right movement and that i want to be done using accelerometer.

please help me out from this…I am strucked in this problem for 3 days.

I have a different movement script that you may find useful, and two scripts to allow the camera to smoothly follow it from a distance determined by you.

The length of this answer may seem discouraging, but remember, most of it is simply code to be copied and pasted.

Apply this script to your character. It is called ‘Movement.js’.

var speed : float = 6.0;
var twiceSpeed : float = 10.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;
var rotateSpeed : float = 3.0;

private var moveDirection : Vector3 = Vector3.zero;

function Update() {
	var controller : CharacterController = GetComponent(CharacterController);
	if (controller.isGrounded) {
		//Grounded, so recalculate
		//Move directly from axes
		moveDirection = Vector3(0, 0, Input.GetAxis("Vertical"));
		
		//Rotation Code
		transform.Rotate(0, Input.GetAxis("Horizontal") * rotateSpeed, 0);
		
		moveDirection = transform.TransformDirection(moveDirection);
		moveDirection *= speed;
		
		if (Input.GetButton ("Jump")) {
			moveDirection.y = jumpSpeed;
		}
		
		//Animation Code
		if (Input.GetKeyDown("w"))
		{
			animation.Play("Full Walk");
		}
		else if (Input.GetKeyUp("w"))
		{
			animation.Stop();
			animation.Play("Idle");
		}
	}
	
	//Apply Gravity
	moveDirection.y -= gravity * Time.deltaTime;
	
	//Move Controller
	controller.Move(moveDirection * Time.deltaTime);
}

These next two scripts are both applied to the camera.

CameraRotation.js:

#pragma strict

function Update () {

if (Input.GetKey(KeyCode.UpArrow)) transform.Translate(0, 0, -1);

if (Input.GetKey(KeyCode.DownArrow)) transform.Translate(0, 0, 1);

if (Input.GetKey(KeyCode.RightArrow)) transform.Rotate(0, 1, 0);

if (Input.GetKey(KeyCode.LeftArrow)) transform.Rotate(0, -1, 0);

}#pragma strict

function Update () {

if (Input.GetKey(KeyCode.UpArrow)) transform.Translate(0, 0, -1);

if (Input.GetKey(KeyCode.DownArrow)) transform.Translate(0, 0, 1);

if (Input.GetKey(KeyCode.RightArrow)) transform.Rotate(0, 1, 0);

if (Input.GetKey(KeyCode.LeftArrow)) transform.Rotate(0, -1, 0);

}

SmoothFollow.js:

/*
This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.
*/

// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we 
var heightDamping = 2.0;
var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu("Camera-Control/Smooth Follow")


function LateUpdate () {
	// Early out if we don't have a target
	if (!target)
		return;
	
	// Calculate the current rotation angles
	var wantedRotationAngle = target.eulerAngles.y;
	var wantedHeight = target.position.y + height;
		
	var currentRotationAngle = transform.eulerAngles.y;
	var currentHeight = transform.position.y;
	
	// Damp the rotation around the y-axis
	currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

	// Damp the height
	currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

	// Convert the angle into a rotation
	var currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
	
	// Set the position of the camera on the x-z plane to:
	// distance meters behind the target
	transform.position = target.position;
	transform.position -= currentRotation * Vector3.forward * distance;

	// Set the height of the camera
	transform.position.y = currentHeight;
	
	// Always look at the target
	transform.LookAt (target);
}

I hope that this is of use to you.