using UnityEngine; namespace BehaviorDesigner.Runtime.Tasks.Basic.UnityInput { [TaskCategory("Basic/Input")] [TaskDescription("Stores the acceleration value.")] public class GetAcceleration : Action { [RequiredField] [Tooltip("The stored result")] public SharedVector3 storeResult; public override TaskStatus OnUpdate() { storeResult.Value = Input.acceleration; return TaskStatus.Success; } public override void OnReset() { storeResult = Vector3.zero; } } }