Question by 
               chrisjdarcy · Mar 05, 2017 at 03:19 AM · 
                scripting problemeditorbuild  
              
 
              Script working in Editor but not in Build
This is a blank project. Just trying to drag a cube. I've seen similar questions on this but I have no idea what I'm looking for.
I build and...nothing.
Main Camera is in Orthographic projection, works fine in Editor, but nothing at all when built. Please help before I start punching myself in the face.
This is literally the only script in this project.
using UnityEngine;
using System.Collections;
public class DraggingScript : MonoBehaviour
{
 //This code is for 2D click/drag gameobject
 //Please make sure to change Camera Projection to Orthographic
 //Add Collider (not 2DCollider) to gameObject  
 public GameObject gameObjectTodrag; //refer to GO that being dragged
 public Vector3 GOcenter; //gameobjectcenter
 public Vector3 touchPosition; //touch or click position
 public Vector3 offset;//vector between touchpoint/mouseclick to object center
 public Vector3 newGOCenter; //new center of gameObject
 RaycastHit hit; //store hit object information
 public bool draggingMode = false;
 // Use this for initialization
 void Start()
 {
 }
 // Update is called once per frame
 void Update()
 {
     //***********************
     // *** CLICK TO DRAG ****
     //***********************
     #if UNITY_EDITOR
     //first frame when user click left mouse
     if (Input.GetMouseButtonDown(0))
     {
         //convert mouse click position to a ray
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         //if ray hit a Collider ( not 2DCollider)
         if (Physics.Raycast(ray, out hit))
         {
             gameObjectTodrag = hit.collider.gameObject;
             GOcenter = gameObjectTodrag.transform.position;
             touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             offset = touchPosition - GOcenter;
             draggingMode = true;
         }
     }
     //every frame when user hold on left mouse
     if (Input.GetMouseButton(0))
     {
         if (draggingMode)
         {
             touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             newGOCenter = touchPosition - offset;
             gameObjectTodrag.transform.position = new Vector3(newGOCenter.x, newGOCenter.y, GOcenter.z);
         }
     }
     //when mouse is released
     if (Input.GetMouseButtonUp(0))
     {
         draggingMode = false;
     }
     #endif
     //***********************
     // *** TOUCH TO DRAG ****
     //***********************
     foreach (Touch touch in Input.touches)
     {
         switch (touch.phase)
         {
         //When just touch
         case TouchPhase.Began:
             //convert mouse click position to a ray
             Ray ray = Camera.main.ScreenPointToRay(touch.position);
             //if ray hit a Collider ( not 2DCollider)
             // if (Physics.Raycast(ray, out hit))
             if (Physics.SphereCast(ray, 0.3f, out hit))
             {
                 gameObjectTodrag = hit.collider.gameObject;
                 GOcenter = gameObjectTodrag.transform.position;
                 touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 offset = touchPosition - GOcenter;
                 draggingMode = true;
             }
             break;
         case TouchPhase.Moved:
             if (draggingMode)
             {
                 touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                 newGOCenter = touchPosition - offset;
                 gameObjectTodrag.transform.position = new Vector3(newGOCenter.x, newGOCenter.y, GOcenter.z);
             }
             break;
         case TouchPhase.Ended:
             draggingMode = false;
             break;
         }
     }
 }
 
               }
               Comment
              
 
               
               
               Best Answer 
              
 
              Answer by chrisjdarcy · Mar 05, 2017 at 12:38 PM
Solved it for me, I completely overlooked the #if UNITY_EDITOR, I was just so flustered.
Sorry for wasting anyone's time.
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