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Question by michaelbeers · Oct 13, 2016 at 12:24 PM · drag-and-drop

[C#] Drag and drop object around the X and Z axis instead of the X and Y Axis

Hello everyone,

Currently I am developing an AR application where you can drag and drop objects around the scene. Now im trying to move objects around the X and Z axis, which is working except that the object is not getting the right Z-coordinates. Same as the X-axis it should stay in place and only the Z-coordinate should get bigger and smaller if you drag your finger/mouse to the top/bottom of the screen.

Greetings,

Michael Beers

 using UnityEngine;
 using System.Collections;
 
 public class DragBehaviour : MonoBehaviour
 {
     public float factor = 20f;
     public Transform target;
     public Vector3 dist;
     public Vector3 pos;
     public Vector2 input;
 
     // Use this for initialization
     void Start () {
 
     }
 
     // Update is called once per frame
     void Update () {
         if (GetMouseInput () || GetTouchInput ()) {
             if (target != null) {
                 float distX = input.x - pos.x;
                 float distY = dist.y;
                 float distZ = dist.z + ((input.y-pos.y) / factor);
 
                 Vector3 currentPosition = new Vector3 (distX, distY, distZ);
                 Vector3 newPosition = Camera.main.ScreenToWorldPoint (currentPosition);
                 transform.position = newPosition;
             }
         }
     }
 
     public bool GetMouseInput ()
     {
         if (Input.GetMouseButton (0)) {
             input = Input.mousePosition;
 
             Ray ray = Camera.main.ScreenPointToRay(input);
 
             if (Input.GetMouseButtonDown (0)) {
                 // Setup target
                 RaycastHit hit = new RaycastHit();
                 if (Physics.Raycast(ray, out hit, 200))
                 {
                     target = hit.transform;
                 }
                 else
                 {
                     target = null;
                 }
 
                 // Setup dist.
                 dist = Camera.main.WorldToScreenPoint (transform.position);
 
                 float distX = Input.mousePosition.x - dist.x;
                 float distY = Input.mousePosition.y - dist.y;
                 float distZ = Input.mousePosition.z - dist.z;
                 pos = new Vector3 (distX, distY, distZ);
             }
 
             return true;
         } else {
             target = null;
             return false;
         }
     }
 
     public bool GetTouchInput ()
     {
         if (Input.touches.Length > 0) {
             Touch touch = Input.GetTouch (0);
             input = touch.position;
 
             Ray ray = Camera.main.ScreenPointToRay(input);
 
             if (touch.phase == TouchPhase.Began) {
                 // Setup target
                 RaycastHit hit = new RaycastHit();
                 if (Physics.Raycast(ray, out hit, 200))
                 {
                     target = hit.transform;
                 }
                 else
                 {
                     target = null;
                 }
 
                 // Setup dist.
                 dist = Camera.main.WorldToScreenPoint (transform.position);
 
                 float distX = touch.position.x - dist.x;
                 float distY = touch.position.y - dist.y;
                 float distZ = dist.z;
                 pos = new Vector3 (distX, distY, distZ);
             }
 
             return true;
         } else {
             target = null;
             return false;
         }
     }
 
 }

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