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Question by abhijeet1001 · Dec 21, 2016 at 10:10 AM · c#unity 5drag

Sluggish relative drag

I am trying to move my player based on relative drag . Here is my script :

 using UnityEngine;
 using System.Collections;
 using UnityEngine.EventSystems;
 
 public class playerInput : MonoBehaviour , IPointerDownHandler,IDragHandler,IPointerUpHandler
 {
     private Vector3 startPos;
     private Vector3 curPos;
     GameObject player;
 
 
     void Start(){
 
         player = GameObject.FindWithTag ("Player");
 
     }
 
     void Update()
     {
         
     }
 
 
 
     #region IPointerDownHandler implementation
     public void OnPointerDown (PointerEventData eventData)
     {
         startPos = Camera.main.ScreenToWorldPoint (eventData.position);
     }
     #endregion
 
     #region IDragHandler implementation
 
     public void OnDrag (PointerEventData eventData)
     {
         curPos = Camera.main.ScreenToWorldPoint (eventData.position) - startPos;
         player.transform.position = (player.transform.position + curPos)/2;
     }
 
     #endregion
 
 
     #region IPointerUpHandler implementation
     public void OnPointerUp (PointerEventData eventData)
     {
     }
     #endregion
 }

It works fine , but during initial drag it snaps to off location , after that the movement is responsive and nice . If i do

 player.transform.position += curPos/40;

 

instead of

 player.transform.position = (player.transform.position + curPos)/2;


Then it wont snap and will fine , will move relative to my finger etc but the movement is sluggish and slow . If i dont divide curPos by 40 then the character moves too fast . Not sure what to do , any help is appreciated .

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Answer by abhijeet1001 · Dec 23, 2016 at 05:36 PM

I got relative drag to work ( this is sort of hacky way i guess but it works fine ) . What it does is , it lets u move the object based on relative drag, you do by moving your finger somwhere on the screen ( like in the game " Shooty skies ") .

 using UnityEngine;
 using System.Collections;
 
 public class drag : MonoBehaviour
 {
 
     public GameObject player;
     GameObject mainBody;
     Vector3 tempPos;
 
     void Start(){
         player = GameObject.FindWithTag ("Player");
         mainBody = player.transform.GetChild (0).gameObject;
     }
 
     void Update(){
         if (Input.touchCount == 1 && Time.timeScale > 0.0f) {
 
             foreach (Touch touch in Input.touches) {
 
                 if (touch.phase == TouchPhase.Began) {
                     tempPos = player.transform.position;
                     player.transform.position = Camera.main.ScreenToWorldPoint (Input.mousePosition);
                     player.transform.position = new Vector3 (player.transform.position.x, 0, player.transform.position.z);
                     mainBody.transform.position = tempPos;
                 }
 
                 if (touch.phase != TouchPhase.Ended && touch.phase != TouchPhase.Canceled) {
                     player.transform.position = Camera.main.ScreenToWorldPoint (Input.mousePosition);
                     player.transform.position = new Vector3 (player.transform.position.x, 0, player.transform.position.z);
                 }
 
                 else if (touch.phase == TouchPhase.Ended || touch.phase == TouchPhase.Canceled) {
                     tempPos = mainBody.transform.position;
                     player.transform.position = tempPos;
                     mainBody.transform.position = player.transform.position;
                 }
 
             }
         }
     }
 }


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