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Question by user-7113 (google) · Dec 05, 2010 at 03:29 PM · rotationdragclickmouse-drag

Click and Drag without rotation

I have the DragRigidBody script attached to the object I wish to click and drag but it rotates, does someone know how to get the rotation out this object.

var spring = 50.0; var damper = 5.0; var drag = 10.0; var angularDrag = 5.0; var distance = 0.2; var attachToCenterOfMass = false;

private var springJoint : SpringJoint;

function Update () { // Make sure the user pressed the mouse down if (!Input.GetMouseButtonDown (0)) return;

 var mainCamera = FindCamera();

 // We need to actually hit an object
 var hit : RaycastHit;
 if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hit, 100))
     return;
 // We need to hit a rigidbody that is not kinematic
 if (!hit.rigidbody || hit.rigidbody.isKinematic)
     return;

 if (!springJoint)
 {
     var go = new GameObject("Rigidbody dragger");
     var body : Rigidbody = go.AddComponent ("Rigidbody") as Rigidbody;
     springJoint = go.AddComponent ("SpringJoint");
     body.isKinematic = true;
 }

 springJoint.transform.position = hit.point;
 if (attachToCenterOfMass)
 {
     var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
     anchor = springJoint.transform.InverseTransformPoint(anchor);
     springJoint.anchor = anchor;
 }
 else
 {
     springJoint.anchor = Vector3.zero;
 }

 springJoint.spring = spring;
 springJoint.damper = damper;
 springJoint.maxDistance = distance;
 springJoint.connectedBody = hit.rigidbody;

 StartCoroutine ("DragObject", hit.distance);

}

function DragObject (distance : float) { var oldDrag = springJoint.connectedBody.drag; var oldAngularDrag = springJoint.connectedBody.angularDrag; springJoint.connectedBody.drag = drag; springJoint.connectedBody.angularDrag = angularDrag; var mainCamera = FindCamera(); while (Input.GetMouseButton (0)) { var ray = mainCamera.ScreenPointToRay (Input.mousePosition); springJoint.transform.position = ray.GetPoint(distance); yield; } if (springJoint.connectedBody) { springJoint.connectedBody.drag = oldDrag; springJoint.connectedBody.angularDrag = oldAngularDrag; springJoint.connectedBody = null; } }

function FindCamera () { if (camera) return camera; else return Camera.main; }

Thanks

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Answer by Mike 3 · Dec 05, 2010 at 03:31 PM

Doesn't look like the script rotates anything, try ticking Freeze Rotation on the rigidbody

Edit:

function DragObject (distance : float) { rigidbody.freezeRotation = true; var oldDrag = springJoint.connectedBody.drag; var oldAngularDrag = springJoint.connectedBody.angularDrag; springJoint.connectedBody.drag = drag; springJoint.connectedBody.angularDrag = angularDrag; var mainCamera = FindCamera(); while (Input.GetMouseButton (0)) { var ray = mainCamera.ScreenPointToRay (Input.mousePosition); springJoint.transform.position = ray.GetPoint(distance); yield; } if (springJoint.connectedBody) { springJoint.connectedBody.drag = oldDrag; springJoint.connectedBody.angularDrag = oldAngularDrag; springJoint.connectedBody = null; } rigidbody.freezeRotation = false;

}

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avatar image user-7113 (google) · Dec 05, 2010 at 03:46 PM 0
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That freezes the total rotation of the object I want my rotation turned off only when I drag

avatar image Mike 3 · Dec 05, 2010 at 04:21 PM 0
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Edited the answer

avatar image user-7113 (google) · Dec 05, 2010 at 04:34 PM 0
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you mean lik this?

 rigidbody.freezeRotation = true;
 StartCoroutine ("DragObject", hit.distance);
 rigidbody.freezeRotation = false;
avatar image Mike 3 · Dec 05, 2010 at 05:12 PM 0
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No, inside DragObject (The coroutine itself), at the top and bottom

avatar image user-7113 (google) · Dec 05, 2010 at 05:55 PM 0
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could you please show me in the script, I dont understand it anymore,... I'm sorry for being a noob

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Answer by pravin gate · Mar 18, 2011 at 11:26 AM

You may just need to apply box collider,charchter controller,rigidbody components. then it will work as u want.

or u can use this script also instead of all this big script:

var screenSpace; var offset;

function OnMouseDown(){

screenSpace = Camera.main.WorldToScreenPoint(transform.position);

offset = transform.position - Camera.main.ScreenToWorldPoint(Vector3(Input.mousePosition.x,Input.mousePosition.y, screenSpace.z));

}

function OnMouseDrag () {

//keep track of the mouse position var curScreenSpace = Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);

//convert the screen mouse position to world point and adjust with offset var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;

//update the position of the object in the world transform.position = curPosition;

} and just attach to ur object.

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