private void TrembleAcceleration() { Vector3 upperArmAccel = FinchCore.GetBoneGlobalAcceleration(bone); float acceleration = (upperArmAccel - Vector3.up * g).sqrMagnitude; if (Mathf.Abs(acceleration - lastAcceleration) > accelerationBorder) { if ((acceleration - lastAcceleration > 0) != directionUp) { directionUp = !directionUp; TrembleCount++; } lastAcceleration = acceleration; } }