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Question by bruninDx · Jul 02, 2018 at 07:30 PM · c#movementdragdrag-and-dropdrag and drop

Drag and Drop on RTS camera

I have this code to drag and drop 3d objects on a world:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class SpyAI : MonoBehaviour {
     Animator anim;
 
     private Vector3 screenPoint;
     private Vector3 offset;
 
 
     // Use this for initialization
     void Start () {
         anim = gameObject.GetComponent<Animator>();
     }
     
     // Update is called once per frame
     void Update () {

     }
 
     void OnMouseDown()
     {
         anim.SetBool("drag", true);
         screenPoint = Camera.main.WorldToScreenPoint(transform.position);
         offset = transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
     }
 
     void OnMouseDrag()
     {
         Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
         Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
         transform.position = curPosition;
     }
 
     void OnMouseUp()
     {
         anim.SetBool("drag", false);
         anim.SetBool("idle", true);
     }
 }

The problem is: When im dragging the object, sometimes, depending on the mouse movement it goes undergound How can I make the object to stay above the ground while dragging it?

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avatar image Vicarian · Jul 02, 2018 at 07:37 PM 1
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You're going to have to raycast against the ground to test its elevation and also get the object's y axis extents and add both to your offset. You can also get the ground normal and adjust the rotation of your object to the ground normal if you like.

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Answer by YBtheS · Jul 02, 2018 at 09:57 PM

Use a raycast whose origin is at the dragged objects position that goes downwards. Should look like this:

  RaycastHit hit;
  Ray ray = new Ray(new Vector3(selectedObjectPos), Vector3.down);
  Debug.Log(hit.point.y);

This should print the y coordinate of the collider under the dragged object (selectedObjectPos is the position of the dragged object). You may need to account for the objects size so I believe that you would need to subtract the Collider.bounds.extents.y of the dragged object from the hit.point.y like so: yPos = hit.point.y - selectedObject.GetComponent<Collider>().bounds.extents.y;

Note that this is in C#.

Hope that helps!

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avatar image bruninDx · Jul 03, 2018 at 12:12 AM 0
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Thank you. It worked. Here's the code:

 Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
         Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
 
         Ray ray = new Ray(new Vector3(transform.position.x, transform.position.y, transform.position.z), Vector3.down);
         float yPos = hit.point.y - collidedrr.bounds.extents.y;
 
         transform.position = new Vector3(curPosition.x, -yPos, curPosition.z);

avatar image YBtheS bruninDx · Jul 03, 2018 at 04:10 AM 0
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Glad to help :)

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