方案一:speed

public var simulateAccelerometer:boolean = false;
var speed = 10.0;
function Update () {
    var dir : Vector3 = Vector3.zero;
    if (simulateAccelerometer)
    {
        dir.x = Input.GetAxis("Horizontal");
        dir.y = Input.GetAxis("Vertical");
    }
    else
    {
        dir.x = Input.acceleration.x;
        dir.y = Input.acceleration.y;
     
        // clamp acceleration vector to unit sphere
        if (dir.sqrMagnitude > 1)
            dir.Normalize();
        // Make it move 10 meters per second instead of 10 meters per frame...
    }
    dir *= Time.deltaTime;
    // Move object
    transform.Translate (dir * speed);
}

 

也可以把速度换成力
方案二:Force

public var force:float = 1.0;
public var simulateAccelerometer:boolean = false;

function FixedUpdate () {
    var dir : Vector3 = Vector3.zero;

    if (simulateAccelerometer)
    {
        // using joystick input instead of iPhone accelerometer
        dir.x = Input.GetAxis("Horizontal");
        dir.y = Input.GetAxis("Vertical");
    }
    else
    {
        // we assume that device is held parallel to the ground
        // and Home button is in the right hand
         
        // remap device acceleration axis to game coordinates
        // 1) XY plane of the device is mapped onto XZ plane
        // 2) rotated 90 degrees around Y axis
        dir.x = Input.acceleration.y;
        dir.y = Input.acceleration.x;
         
        // clamp acceleration vector to unit sphere
        if (dir.sqrMagnitude > 1)
            dir.Normalize();
    }
     
    rigidbody.AddForce(dir * force);
}

 

个人感觉方案一操控起来比较灵活,反应灵敏。方案二操控起来具有惯性,缓冲明显。