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Question by TwiningLion1357 · Feb 12, 2021 at 09:24 PM · c#physicscollidercollidersdrag-and-drop

Drag and Drop Objects in Game Problem

Hello, I am following this tutorial, and it works perfectly! However, I am able to drag objects through walls and colliders. Is there some kind of extra line of code someone can give me to add on to this script so that the player CAN'T drag the object through walls? Any help is GREATLY appreciated.

https://www.youtube.com/watch?v=0yHBDZHLRbQ

 using System.Collections;    
 using System.Collections.Generic;    
 using UnityEngine;
 
 
 
 public class DragAndDrop : MonoBehaviour
 
 {    
     private Vector3 mOffset;
        
     private float mZCoord;
     
     void OnMouseDown()
 
     {
 
         mZCoord = Camera.main.WorldToScreenPoint(
 
         gameObject.transform.position).z;

         // Store offset = gameobject world pos - mouse world pos
 
         mOffset = gameObject.transform.position - GetMouseAsWorldPoint();
 
     }
 
 
     private Vector3 GetMouseAsWorldPoint()
 
     {
            // Pixel coordinates of mouse (x,y)
 
         Vector3 mousePoint = Input.mousePosition;       
 
         // z coordinate of game object on screen
 
         mousePoint.z = mZCoord;    
 
         // Convert it to world points
 
         return Camera.main.ScreenToWorldPoint(mousePoint);
 
     }
 
     void OnMouseDrag()
 
     {
 
         transform.position = GetMouseAsWorldPoint() + mOffset;
 
     }
 
 }
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avatar image zolteeeen · Feb 15, 2021 at 08:41 PM 0
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You can try to disable Is Trigger on colliders.

avatar image TwiningLion1357 zolteeeen · Feb 16, 2021 at 07:23 PM 0
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@zolteeeen , the "Is Trigger" was already disabled. Nevertheless, thank you for your response.

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Answer by MUG806 · Feb 15, 2021 at 09:10 PM

Because your script is just setting the position of the game object, no movement using physics occurs, so unity doesn't check if the object hit anything along the way, only before and after the movement. One thing you could try is limiting how far the object can be dragged in one frame to reduce the chance of it completely skipping a wall. Here's a very basic (untested) example you could try:

 void OnMouseDrag() {
         Vector3 targetPosition = GetMouseAsWorldPoint() + mOffset;
         Vector3 toTargetPosition = targetPosition - transform.position;
         toTargetPosition = Vector3.ClampMagnitude(toTargetPosition, 0.1f * Time.deltaTime);
         targetPosition += toTargetPosition;
     }

Here "Vector3.ClampMagnitude" is used to limit the distance moved to 0.1 meters per frame. You will need to try tweak this number to get the desired max drag speed. Make sure your gameobject has a rigidbody or it wont collide at all!

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Answer by TwiningLion1357 · Feb 16, 2021 at 07:22 PM

@MUG806 , First of all, let me thank you for your very detailed answer! With the description of what your few lines do, it seems like it would work. However, after inserting these few lines, and then testing, it prevented me from even just picking up the cube. I even messed around with the 0.1f value and nothing changed. Feel free to use the main script I listed to continue testing your few lines, I might just have to just find another tutorial online. Thank you again.

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