title: CharacterController.move strange behavior
body: <p>HI I have a question regarding charactercontroller.Move() function when I use the following code to turn character left ,right ,forward &amp; back it works fine</p>
  
  <pre><code>function Update () {
    var controller : CharacterController = GetComponent(CharacterController);
      if (controller.isGrounded) {
          // We are grounded, so recalculate
          // move direction directly from axes
           accel = Vector3.Lerp(accel, Input.acceleration, 5.0f* Time.deltaTime);
          moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
                                  Input.GetAxis("Vertical"));
          moveDirection = transform.TransformDirection(moveDirection);
          moveDirection *= speed;
  
          if (Input.GetButton ("Jump")) {
              moveDirection.y = jumpSpeed;
          }
      }
      // Apply gravity
      moveDirection.y -= gravity * Time.deltaTime;
  
      // Move the controller
      controller.Move(moveDirection * Time.deltaTime);
  }
  </code></pre>
  
  <p>for example when i move it left from current position to 0.35f it moves to 0.35f and stops there.but when I try to move the player by accelerometer it doesn't works the same way I am just modifying one line in the above code to this :</p>
  
  <pre><code>function Update () {
  
    var controller : CharacterController = GetComponent(CharacterController);
      if (controller.isGrounded) {
          // We are grounded, so recalculate
          // move direction directly from axes
           accel = Vector3.Lerp(accel, Input.acceleration, 5.0f* Time.deltaTime);
           inputX=accel.x;
          print(inputX);
          moveDirection = Vector3(inputX, 0,
                                  Input.GetAxis("Vertical"));
          moveDirection = transform.TransformDirection(moveDirection);
          moveDirection *= speed;
  
          if (Input.GetButton ("Jump")) {
              moveDirection.y = jumpSpeed;
          }
      }
      // Apply gravity
      moveDirection.y -= gravity * Time.deltaTime;
  
      // Move the controller
      controller.Move(moveDirection * Time.deltaTime);
  }
  </code></pre>
  
  <p>I also noted that log of inputX remain almost constant when i don't move my device but still the x value of the controller keep on changing and increasing.Can anyone explain what is the reason?</p>