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Question by Nickjam101 · Aug 29, 2016 at 01:40 PM · android

Please help, player freezing when controlling him as he is moving at constant speed.

Hi, im trying to create a android game and it requires the user to move the playing up and down (with touch input) as the sprite is moving on its own. The issue is that when i go to swipe the player up or down the sprite freezes, then when i let go it continues to move. I need it to keep moving as i swipe to drag it up or down. This is the script:

using UnityEngine; using System.Collections;

public class DragingScript : MonoBehaviour {

 public GameObject gameObjectTodrag; //refer to GO that being dragged

 public Vector3 GOcenter; //gameobjectcenter
 public Vector3 touchPosition; //touch or click position
 public Vector3 offset;//vector between touchpoint/mouseclick to object center
 public Vector3 newGOCenter; //new center of gameObject
 public float speed = 1f;


 RaycastHit hit; //store hit object information

 public bool draggingMode = false;


 // Use this for initialization
 void Start()
 {

 }

 // Update is called once per frame
 void Update()
 {
     transform.Translate(0, 0, speed * Time.deltaTime);

    //CLICK TO DRAG

if UNITY_EDITOR

    //first frame when user click left mouse
     if (Input.GetMouseButtonDown(0))
     {
         //convert mouse click position to a ray
         Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

         //if ray hit a Collider ( not 2DCollider)
         if (Physics.Raycast(ray, out hit))
         {
             gameObjectTodrag = hit.collider.gameObject;
             GOcenter = gameObjectTodrag.transform.position;
             touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             offset = touchPosition - GOcenter;
             draggingMode = true;
         }
     }

     //every frame when user hold on left mouse
     if (Input.GetMouseButton(0))
     {
         if (draggingMode)
         {
             touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
             newGOCenter = touchPosition - offset;
             gameObjectTodrag.transform.position = new Vector3(newGOCenter.x, newGOCenter.y, GOcenter.z);
         }
     }

     //when mouse is released
     if (Input.GetMouseButtonUp(0))
     {
         draggingMode = false;
     }

endif

    transform.Translate(0, 0, speed * Time.deltaTime);
     //TOUCH TO DRAG

     foreach (Touch touch in Input.touches)
     {
         switch (touch.phase)
         {
             //When just touch
             case TouchPhase.Began:
                 //convert mouse click position to a ray
                 Ray ray = Camera.main.ScreenPointToRay(touch.position);

                 //if ray hit a Collider ( not 2DCollider)
                 // if (Physics.Raycast(ray, out hit))
                 if (Physics.SphereCast(ray, 0.3f, out hit))
                 {
                     gameObjectTodrag = hit.collider.gameObject;
                     GOcenter = gameObjectTodrag.transform.position;
                     touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                     offset = touchPosition - GOcenter;
                     draggingMode = true;
                 }
                 break;

             case TouchPhase.Moved:
                 if (draggingMode)
                 {
                     touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
                     newGOCenter = touchPosition - offset;
                     gameObjectTodrag.transform.position = new Vector3(newGOCenter.x, newGOCenter.y, GOcenter.z);
                 }
                 break;

             case TouchPhase.Ended:
                 draggingMode = false;
                 break;
         }
     }
 }

}

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