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Question by GSP · Oct 13, 2010 at 11:46 AM · iphonetouch

Improve performance of touch script?

Hi i am trying this code to move several spheres on a plane using the touch. but i was facing a problem that, by touching the object it taking time to detect the touch.so if anybodyt helps me to improve the performance of the touch i feel to great.

using UnityEngine; using System.Collections;

public class DragRigidbody : MonoBehaviour {

 public float spring = 50.0f;
 public float damper = 5.0f;
 public float drag = 10.0f;
 public float angularDrag = 5.0f;
 public float distance = 0.2f;
 public bool  attachToCenterOfMass = false;

 private SpringJoint springJoint;
 private Touch touch;

 void Update ()
 {
     // Make sure the user touched the screen
     if (Input.touchCount == 0) {
         return;
     }

     Camera mainCamera = FindCamera ();

     // We need to actually hit an object
     RaycastHit hit = new RaycastHit ();

     touch = Input.GetTouch (0);

     if (touch.phase == TouchPhase.Began) {

         if (!Physics.Raycast (mainCamera.ScreenPointToRay (touch.position), out hit, 100.0f))
             return;

         // We need to hit a rigidbody that is not kinematic
         if (!hit.rigidbody || hit.rigidbody.isKinematic)
             return;


         if (!springJoint) {
             GameObject go = new GameObject ("Rigidbody dragger");

             //Rigidbody is automatically added by SpringJoint

             springJoint = (SpringJoint)go.AddComponent ("SpringJoint");
             go.rigidbody.isKinematic = true;
         }

         springJoint.transform.position = hit.point;

         if (attachToCenterOfMass) 
         {
             Vector3 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);
     }
 }

 /*private int count;

 void start ()
 {
     count = 0;
 }*/


 IEnumerator DragObject (float distance)
 {
     if (touch.phase == TouchPhase.Began) {
         float oldDrag = springJoint.connectedBody.drag;
         float oldAngularDrag = springJoint.connectedBody.angularDrag;
         springJoint.connectedBody.drag = drag;
         springJoint.connectedBody.angularDrag = angularDrag;
         Camera mainCamera = FindCamera ();

         while (touch.phase != TouchPhase.Ended && touch.phase != TouchPhase.Canceled) {

             Ray ray = mainCamera.ScreenPointToRay (touch.position);
             springJoint.transform.position = ray.GetPoint (distance);
             yield return 0;
         }

         if (springJoint.connectedBody) {
             springJoint.connectedBody.drag = oldDrag;
             springJoint.connectedBody.angularDrag = oldAngularDrag;
             springJoint.connectedBody = null;
         }
     }
 }

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

}

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