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Question by peterybeirou · Dec 26, 2018 at 02:11 AM · c#rigidbodytagsfilterdragrigidbody

How to make a drag/drop script only affect objects with a tag?

So, Unity's Standard Assets as script that makes objects with rigidbodies capable of being dragged around with the mouse in 3D. The problem is that I've just started C# because of Unity and all my tries in order to make it only affect objects with a "MOVE" tag have failed. I've searched so much stuff explaining tags but I just can't really adapt to this one. THANK YOU SO MUCH TO ANYONE WHO TRIES TO HELP! The script is there below. Basically, making this only affect rigidbodies tagged with a "MOVE" tag? Thank you!

 using UnityEngine; 
 using System.Collections; 
 
 public class DragRigidbody : MonoBehaviour 
 { 
     public float maxDistance = 100.0f; 
     
     public float spring = 50.0f; 
     public float damper = 5.0f; 
     public float drag = 10.0f; 
     public float angularDrag = 5.0f; 
     public float distance = 0.2f; 
     public bool attachToCenterOfMass = false; 
 
     private SpringJoint springJoint; 
     
     void Update() 
     { 
         if(!Input.GetMouseButtonDown(0)) 
             return; 
         
         Camera mainCamera = FindCamera(); 
         
         RaycastHit hit; 
         if(!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit, maxDistance)) 
             return; 
         if(!hit.rigidbody || hit.rigidbody.isKinematic) 
             return; 
         
         if(!springJoint) 
         { 
             GameObject go = new GameObject("Rigidbody dragger"); 
             Rigidbody body = go.AddComponent<Rigidbody>(); 
             body.isKinematic = true; 
             springJoint = go.AddComponent<SpringJoint>(); 
         } 
         
         springJoint.transform.position = hit.point; 
         if(attachToCenterOfMass) 
         { 
             Vector3 anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position; 
             anchor = springJoint.transform.InverseTransformPoint(anchor); 
             springJoint.anchor = anchor; 
         } 
         else 
         { 
             springJoint.anchor = Vector3.zero; 
         } 
         
         springJoint.spring = spring; 
         springJoint.damper = damper; 
         springJoint.maxDistance = distance; 
         springJoint.connectedBody = hit.rigidbody; 
         
         StartCoroutine(DragObject(hit.distance)); 
     } 
     
     IEnumerator DragObject(float distance) 
     { 
         float oldDrag             = springJoint.connectedBody.drag; 
         float oldAngularDrag     = springJoint.connectedBody.angularDrag; 
         springJoint.connectedBody.drag             = this.drag; 
         springJoint.connectedBody.angularDrag     = this.angularDrag; 
         Camera cam = FindCamera(); 
         
         while(Input.GetMouseButton(0)) 
         { 
             Ray ray = cam.ScreenPointToRay(Input.mousePosition); 
             springJoint.transform.position = ray.GetPoint(distance); 
             yield return null; 
         } 
         
         if(springJoint.connectedBody) 
         { 
             springJoint.connectedBody.drag             = oldDrag; 
             springJoint.connectedBody.angularDrag     = oldAngularDrag; 
             springJoint.connectedBody                 = null; 
         } 
     } 
     
     Camera FindCamera() 
     { 
         if (camera) 
             return camera; 
         else 
             return Camera.main; 
     } 
 }

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Answer by ShadowUser19 · Dec 26, 2018 at 05:32 AM

I think your question is already answered here: https://answers.unity.com/questions/537673/raycast-object-tag-check.html

But in case it isn't clear, the raycast method you are using writes to a hit variable:

Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit, maxDistance))

This hit variable has a transform object with a tag, so what I might try to do is add an if check like this:

 if(hit.transform.tag != "MOVE")
   return;

Rather than using tags, you could also go for layer masks:

 int movableMask = LayerMask.GetMask("Movable");
 if(!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hit, maxDistance, movableMask))
 {
   etc...
 }

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