void FixedUpdate() { Vector3 gravity = new Vector3(-Input.acceleration.y, Input.acceleration.z, Input.acceleration.x); Physics.gravity = (gravityFactor * 9.8f) * gravity.normalized; if (Input.gyro.userAcceleration.magnitude >= forceThreshold) { Vector3 userAcc = new Vector3(-Input.gyro.userAcceleration.y, Input.gyro.userAcceleration.z, Input.gyro.userAcceleration.x); DiceController.AddForceToDices(forceFactor * userAcc); } }