The following code allows me to rotate my object via accelerometer.
void launch() {
x = Input.acceleration.x;
finalSpeed = liftSpeed - velocity;
GetComponent<ConstantForce2D> ().relativeForce = Vector3.right * (finalSpeed);
rotationZ += x * sensitivityZ;
rotationZ = Mathf.Clamp (rotationZ, 45, 135);
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, rotationZ);
}
The code example I pulled this from had:
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, -rotationZ);
This caused my object to be upside down so I changed it from -rotationZ to rotationZ:
transform.eulerAngles = new Vector3(transform.eulerAngles.x, transform.eulerAngles.y, rotationZ);
The object rotates back and forth in the desired angular limits but it rotates the wrong way when I tilt. How can I reverse it? IE I tilt my phone left my object goes right. I want to tilt left and go left. Vice versa for right.