OnDrag is moving all colliders on Touch? (Not on Standalone)
So I might be missing something really simple here. I made a basic Drag Handler script that works fine with the Standalone Input Module enabled, but when try it on Android with the Touch Input Module, OnDrag is affecting ALL boxcolliders in the scene. I am making an app where I drag elements from the Canvas UI onto a platform which is in world space. The OnDrag script is quite simple and there is absolutely no reason for them to be affecting the box colliders in world space:
public void OnDrag (PointerEventData eventData) {
this.transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y + (this.GetComponent<RectTransform>().sizeDelta.y / 4), Input.mousePosition.z);
}
I have also enabled raycast blocking from Canvas Group.
What am I missing?
Follow this Question
Related Questions
Cannot call trigger-event when dragging object via touch 1 Answer
Colliders detect collision too late - touch dragging problem 1 Answer
Massive lag spike on first Input.GetTouch with nothing on scene but one script (Android) 2 Answers
Make a draggable sphere bound to a transparent quad's boundaries 0 Answers
How can I use UI Image as a button? 0 Answers