Maybe this is related to various motion events being deprecated if you are not running from HTTPS. Try running your published build but replace http with https. Then your devicemotion events should work, however you might get some errors about resources that are loaded from http, which you can then fix by making sure that those resource are also loaded via https.
The thing that troubles me is that the same codebase runs differently after publishing it.
I am printing now the gyro (beta and gamma) angles (bottom left of screen), so you can have a look.
The window.ondevicemotion event doesn’t return anything. Tried to implemented a generic framework like gyro.js but the result is the same. It doesn’t work on the published version.
We can’t change the play link to use the embed address as it is just a redirect to the raw files.
I’ll try and look into this and see if this is an issue with our implementation or a bug in iOS. But I know that we’ve demoed device orientation on Android.
Just saw in the newsletter the way that you will judge the playhack games.
Are you going to take into account this bug?
Because using the accelerometer is the main controller on mobile in my game, but on iOS it doesn’t work using the Play button. Only using the link you posted above.