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Question by Juancho · Jun 18, 2013 at 10:27 AM · addforcetransform.positiononmousedrag

addforce and onmousedrag ?

Hello.. i have a drag and drop code which works but now i discovered that this code updating the transform.position from a raycast doesnt work with collisions and i need that my dragged gameobject collides with the scene.

Is there any way i can move the gamobject with onMouseDrag() and still having collisions? like adding a force in the direction of the mouse movement?

Here is my drag and drop code:

 using UnityEngine;
 using System.Collections;
 
 public class Gui : MonoBehaviour {
     
     public Transform clone;
     public Transform ObjectToPlace;
     private GameObject obj;
 
     private Vector3 screenPoint;
     private Vector3 offset;
     private Vector3 mousePos;
     private Ray ray2;
     private RaycastHit hit2;
     int layerMask2;
     
     public bool dest=false;
     
     private Rect boton1=new Rect(10, 40, 50, 80);
     private Rect boton2=new Rect(70, 40, 50, 80);
     
     
     void OnGUI() {
         
         GUI.BeginGroup(new Rect(0, Screen.height-100, Screen.width, 100));
         
         GUI.Box(new Rect(0, 0, Screen.width, 100),"");
         
         CheckButton(boton1,1);
         CheckButton(boton2,2);
         GUI.Button(boton1,"");
         GUI.Button(boton2,"");
         
         GUI.EndGroup();
 
     }
     
     void CheckButton(Rect boton,int cod) {
         
         switch(cod) {
             case 1:obj=(GameObject) Resources.Load("Cube01");break;
             case 2:obj=(GameObject) Resources.Load("Cube02");break;
         }
         
         ObjectToPlace=obj.transform;
         if(boton.Contains(Event.current.mousePosition)) {
         
             if(Input.GetButtonDown("Fire1")) {
                 Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
                 RaycastHit hit;
                 var layerMask = 1 << 8;
                  
                 if (Physics.Raycast (ray, out hit, Mathf.Infinity, layerMask)) {
                     clone = hit.transform;
                  
                 }else{
                  
                     layerMask = ~layerMask;
                     if (Physics.Raycast (ray, out hit, Mathf.Infinity, layerMask)) {
                         clone = (Transform) Instantiate(ObjectToPlace, hit.point, Quaternion.identity);
                     }    
                 }
             }
         }
              
         if(Input.GetButtonUp("Fire1")) {
             if ((!dest)&&(Physics.Raycast(ray2, out hit2, Mathf.Infinity, layerMask2))) {
                 Destroy(clone.gameObject);
                 dest=true;
             }
             clone=null; // clear clone variable
         }
              
         if(Input.GetButton("Fire1")) {
             if (clone!=null) {
                 ray2 = Camera.main.ScreenPointToRay (Input.mousePosition);
                 layerMask2 = 1 << 8;
                 layerMask2 = ~layerMask2;
                 if (Physics.Raycast (ray2, out hit2, Mathf.Infinity, layerMask2))  {
                     clone.position = hit2.point; 
                 }
                 layerMask2 = 1 << 10;
 
             }
         }
     }    
 }

Thank you.

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avatar image robertbu · Jun 18, 2013 at 03:46 PM 1
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See the DragRigidbodyScript that comes with Unity. To get it: from the Assets menu select Import Package/Scripts.

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