I would have assumed unity has some event trigger for this but I can't find one in the Unity3d documentation. Would I need to work with changes in the accelerometer?
Thank you all.
Excellent discussion regarding detecting "shaking" can be found in this thread on the Unity forums.
From Brady's post:
From what I can tell in some of the Apple iPhone sample apps, you basically just set a vector magnitude threshold, set a high-pass filter on the accelerometer values, then if the magnitude of that acceleration vector is ever longer than your set threshold, it's considered a "shake".
jmpp's suggested code (modified for readability and to be closer to valid C#):
float accelerometerUpdateInterval = 1.0f / 60.0f;
// The greater the value of LowPassKernelWidthInSeconds, the slower the
// filtered value will converge towards current input sample (and vice versa).
float lowPassKernelWidthInSeconds = 1.0f;
// This next parameter is initialized to 2.0 per Apple's recommendation,
// or at least according to Brady! ;)
float shakeDetectionThreshold = 2.0f;
float lowPassFilterFactor;
Vector3 lowPassValue;
void Start()
{
lowPassFilterFactor = accelerometerUpdateInterval / lowPassKernelWidthInSeconds;
shakeDetectionThreshold *= shakeDetectionThreshold;
lowPassValue = Input.acceleration;
}
void Update()
{
Vector3 acceleration = Input.acceleration;
lowPassValue = Vector3.Lerp(lowPassValue, acceleration, lowPassFilterFactor);
Vector3 deltaAcceleration = acceleration - lowPassValue;
if (deltaAcceleration.sqrMagnitude >= shakeDetectionThreshold)
{
// Perform your "shaking actions" here. If necessary, add suitable
// guards in the if check above to avoid redundant handling during
// the same shake (e.g. a minimum refractory period).
Debug.Log("Shake event detected at time "+Time.time);
}
}
Note: I recommend you read the whole thread for the full context.