Thank you for the reply!
I made it by only using the acceleration data of the vertical axis:
Welcome to try it out!
I get the vertical tracking by using localPlayer.GetTrackingData(VRCPlayerApi.TrackingDataType.Head).position.y-localPlayer.GetPosition().y
However, this data is scaled by the ratio of player avatar height and player’s actual height. So, this algorithm works poorly on loli avatars. (but still can working)
Maybe it’s the reason why one cannot get real-world tracking: a people’s height is sensitive data.
The reason why I’d like to look into horizontal acceleration is because I want to estimate the orientation of the player’s body. So the player won’t turn if he’s looking in a direction while running in another. Right now I let players control their running direction using a joystick.