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Question by LehoCsaba · Jul 03, 2020 at 03:14 PM · gameswipeportrait

Page swiping goes to blank space too

So my problem is that when I'm swiping, it goes to blank pages too (the blue basic background). I tried to fixed it for myself but I can only manage to do that if you go to blank space it switches you to the nearest panel automatically.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.EventSystems;
 
 public class SwipPages : MonoBehaviour, IDragHandler, IEndDragHandler
 {
     private Vector3 panelLocation;
     public float percentThreshold = 0.2f;
     public float easing = 0.5f;
     public int totalPages = 1;
     private int currentPage = 1; 
 
     void Start()
     {
         panelLocation = transform.position;
     }
     
     public void OnDrag(PointerEventData data)
     {
         float difference = data.pressPosition.x - data.position.x;
         transform.position = panelLocation - new Vector3(difference, 0, 0);
     }
 
     public void OnEndDrag(PointerEventData data)
     {
         float percentage = (data.pressPosition.x - data.position.x) / Screen.width;
         if (Mathf.Abs(percentage) >= percentThreshold)
         {
             Vector3 newLocation = panelLocation;
             if (percentage > 0 && currentPage <totalPages)
             {
                 currentPage++;
                 newLocation += new Vector3(-Screen.width, 0, 0);
             }
             else if (percentage < 0 && currentPage > 1)
             {
                 currentPage--;
                 newLocation += new Vector3(Screen.width, 0, 0);
             }
             StartCoroutine(SmoothMove(transform.position, newLocation, easing));
             panelLocation = newLocation;
         }
         else
         {
             StartCoroutine(SmoothMove(transform.position, panelLocation, easing));
         }
     }
     IEnumerator SmoothMove(Vector3 startpos, Vector3 endpos, float seconds)
     {
         float t = 0f;
         while (t <= 1.0)
         {
             t += Time.deltaTime / seconds;
             transform.position = Vector3.Lerp(startpos, endpos, Mathf.SmoothStep(0f, 1f, t));
             yield return null;
         }
     }
 }

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