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Question by theglowingfox · May 02 at 06:53 PM · drag

how to move around rigidbody2D's in scene?,how to drag around a rigidbody2D object?

I'm making a game called death simulator, and it is 2d, side view. i want to be able to drag around items, but i cant figure out how. and remember, this has to collide with surrounding objects, so it cant be transform.position. instead i want to use myRigidBody.MovePosition(newPosition).

Rigidbody.MovePosition Rigidbody.MoveRotation

this way i can move it around, and it will collide with everything. i also want to set it to kinematic when held, but dynamic when released could you please correct this script to help?

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class DragMouseMove : MonoBehaviour {

 private Vector3 mousePosition;
 private Rigidbody2D rb;
 private Vector2 direction;
 private float moveSpeed = 100f;

 // Use this for initialization
 void Start () {
     rb = GetComponent<Rigidbody2D>();
 }
 
 // Update is called once per frame
 void Update () {
     if (Input.GetMouseButton(0))
     {
         mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         direction = (mousePosition - transform.position).normalized;
         rb.velocity = new Vector2(direction.x * moveSpeed, direction.y * moveSpeed);
     }
     else {
         rb.velocity = Vector2.zero;
     }
 }

}

the problem with this one is that it falls really slow, and it will go to wherever I'm clicking. i would like for it to be when i click on it and drag. please test this in game to see if it works and thank you!,I'm working on a game similar to people playground, and i want to be able to drag them around without using transform.poistion. instead i want to use the rigidbody to moove things around: myRigidBody.MovePosition(newPosition).

Rigidbody.MovePosition Rigidbody.MoveRotation

but i have no clue how. could you write or alter my script for me so that it works?

script:

{

 private Vector3 mousePosition;
 private Rigidbody2D rb;
 private Vector2 direction;
 private float moveSpeed = 100f;

 // Use this for initialization
 void Start () {
     rb = GetComponent<Rigidbody2D>();
 }
 
 // Update is called once per frame
 void Update () {
     if (Input.GetMouseButton(0))
     {
         mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
         direction = (mousePosition - transform.position).normalized;
         rb.velocity = new Vector2(direction.x * moveSpeed, direction.y * moveSpeed);
     }
     else {
         rb.velocity = Vector2.zero;
     }
 }

}

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