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Instantiated prefab changes gravitational speed when dragged?
I have a simple scene with a basket case and a basket ball. I drag the basket ball using the mouse, and drop it whenever I get to the basket. The problem I am having is, that the longer the ball is dragged, the stronger is the gravitational force. This is a problem, and should stay consistent no matter for how long I drag the ball.
The basket ball gets instantiated when the game starts using the following lines of code:
var basketBall : GameObject;
function Start()
{
Instantiate(basketBall, Vector3(-7.669967,2.380085,0), Quaternion.identity);
}
function Update()
{
}
This script is applied to the camera in my scene.
The next script makes my ball prefab drag-able, and spawns a new ball whenever the previous one is dropped:
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(CircleCollider2D))]
public class moveBall : MonoBehaviour
{
public GameObject Ball;
void OnMouseDrag()
{
Vector3 point = Camera.main.ScreenToWorldPoint (Input.mousePosition);
point.z = gameObject.transform.position.z;
gameObject.transform.position = point;
Screen.showCursor = false;
}
void OnMouseUp()
{
Screen.showCursor = true;
Instantiate(Ball, new Vector3(-7,2,0), Quaternion.Euler(0, 180, 0));
print("Ball Dropped");
}
}
This script is applied to the ball prefab.
The Ball itself has a RigidBody 2D and a CircleCollider2D with a mass of 0.1 and a Physics 2D material with bounciness set to 0.6.
I have played a lot with the different parameters, but all produce the same bug (If it IS indeed a bug).
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