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2
Question by benfattino · May 14, 2012 at 12:44 PM · drag

simple inertial drag

I am use this script for simple drag:

 private var screenPoint: Vector3;
 private var offset: Vector3;
 private var curScreenPoint : Vector3;
 private var curPosition : Vector3;
     
 function Start () {
 }
 
 function Update () {
 }
 
 function OnMouseDown () {
     screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
     offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
     Screen.showCursor = false;
     }
     
 function OnMouseDrag() { 
     curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
     curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
     transform.position = curPosition;
     }
 
 function OnMouseUp(){
     Screen.showCursor = true;
     }

Does anyone have any suggestions on how to add an inertia effect as that of iPad? Thanks.

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Best Answer

Answer by tnetennba · May 14, 2012 at 02:38 PM

 using UnityEngine;

 public class Drag : MonoBehaviour
 {

 private Vector3 _screenPoint;
 private Vector3 _offset;
 private Vector3 _curScreenPoint;
 private Vector3 _curPosition;

 private Vector3 _velocity;
 private bool _underInertia;
 private float _time = 0.0f;
 public float SmoothTime;

 void Update()
 {
     if(_underInertia && _time <= SmoothTime)
     {
         transform.position += _velocity;
         _velocity = Vector3.Lerp(_velocity, Vector3.zero, _time);
         _time += Time.smoothDeltaTime;
     }
     else
     {
         _underInertia = false;
         _time = 0.0f;
     }
 }

 void OnMouseDown()
 {
     _screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
     _offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, _screenPoint.z));
     Screen.showCursor = false;
     _underInertia = false;
 }

 void OnMouseDrag()
 {
     Vector3 _prevPosition = _curPosition;
     _curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, _screenPoint.z);
     _curPosition = Camera.main.ScreenToWorldPoint(_curScreenPoint) + _offset;
     _velocity = _curPosition - _prevPosition;
     transform.position = _curPosition;
 }

 void OnMouseUp()
 {
     _underInertia = true;
     Screen.showCursor = true;
 }
 }


This should do what you want it to do. Sorry for the C# it shouldn't be too hard to convert it back to JS. The publicly exposed SmoothTime is the amount of time after dragging that the object will take to come back to rest. I hope this helps.

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avatar image benfattino · May 14, 2012 at 07:26 PM 0
Share

Amazing. Thanks.

avatar image twDuke · May 26, 2013 at 02:07 PM 0
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Thx! Nice work.

avatar image VikasReddy · Apr 06, 2016 at 07:40 AM 0
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Thanks Works Great.......

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