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Question by Ochreous · May 09, 2014 at 01:48 AM · c#oncontrollercolliderhit

C# OnControllerColliderHit Detection Problems

I'm trying to make a drag Gameobject Script with OnControllerColliderHit. I want to make it so that the ControllerColliderHit variable hit is always following your mouse cursor while the scripting gameobject with a character controller is colliding with it. I'm not sure what's happening but hit either doesn't do anything or zooms across the screen. Any idea what is wrong?

 using UnityEngine;
 using System.Collections;
 
 public class DragCollidedGameObject : MonoBehaviour
 {
     private bool canMove = false;
 
     
     void OnControllerColliderHit(ControllerColliderHit hit)
     {
         if(!hit.gameObject.rigidbody){
             if(hit.gameObject.tag == "Enemy")
             {
             hit.gameObject.AddComponent<Rigidbody>();
             }
         }
         if (Input.GetMouseButton(0))
         {
             if(hit.gameObject.tag == "Enemy")
             {
                 canMove = true;
                 
                 hit.gameObject.rigidbody.freezeRotation = true;
                 hit.gameObject.rigidbody.useGravity = false;
                 Vector3 move = Camera.main.ScreenToWorldPoint(new Vector3( Input.mousePosition.x,  Input.mousePosition.y, Camera.main.transform.position.y - hit.gameObject.transform.position.y)) - hit.gameObject.transform.position;
                 move.y = 0.0f;
                 hit.gameObject.rigidbody.MovePosition(hit.gameObject.rigidbody.position + move);
             }
         }
         else if (Input.GetMouseButtonUp(0))
         {
             if(hit.gameObject.tag == "Enemy")
             {
             canMove = false;
             hit.gameObject.rigidbody.useGravity = true;
             hit.gameObject.rigidbody.freezeRotation = false;
             }
         }
     }
 }
 
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