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Question by piih · Jul 02, 2014 at 02:51 AM · mobilemousedrag

Why my app bug when I test on mobile?

On desktop it works, but when I build on mobile it BUG so hard, the direcions don't work. That's the code.

using UnityEngine; using System.Collections;

public class Player : MonoBehaviour { Vector3 posicaoMouseAtual; Vector3 posicaoMouseInicial; Vector3 direcao;

 bool cuboMoveu;
 public GameObject cubo;

 // Use this for initialization
 void Start()
 {

     // posicaoMouseAtual = Vector3.zero;
     //posicaoMouseInicial = Vector3.zero;
     cuboMoveu = false;
     direcao = cubo.transform.position;
 }

 // Update is called once per frame
 void Update()
 {
     MoveCubo(0.01f);
     Debug.Log(posicaoMouseAtual);
 }

 void OnMouseDown()
 {
     posicaoMouseInicial = Input.mousePosition;
     posicaoMouseAtual = Input.mousePosition;
     cuboMoveu = false;

 }

 void OnMouseDrag()
 {

     posicaoMouseAtual = Input.mousePosition;

 }



 Vector3 ChecaDirecao(Vector3 posClick, Vector3 posAtual)
 {
     float qtdMoveMouse;
     qtdMoveMouse = 70f;


     if (!cuboMoveu)
     {

         if (posAtual.x > posClick.x + qtdMoveMouse)
         {
             direcao = Vector3.right;
             cuboMoveu = true;
         }
         else if (posAtual.x < posClick.x - qtdMoveMouse)
         {
             direcao = -Vector3.right;
             cuboMoveu = true;

         }
         else if (posAtual.y > posClick.y + qtdMoveMouse)
         {
             direcao = Vector3.up;
             cuboMoveu = true;
         }
         else if (posAtual.y < posClick.y - qtdMoveMouse)
         {
             direcao = -Vector3.up;
             cuboMoveu = true;
         }
     }

     return direcao;
 }

 void MoveCubo(float velocidade)
 {
     velocidade += Time.deltaTime;
     cubo.transform.Translate(ChecaDirecao(posicaoMouseInicial, posicaoMouseAtual) * velocidade);


 }


}

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Answer by pacific00 · Jul 02, 2014 at 04:23 AM

try removing the debug.log in update , sometimes it brings down the frame rate..

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Answer by Vardan Meliksetyan · Jul 02, 2014 at 08:54 AM

Lets do this go File-> Build Settings-> check Development Build and you can test Autoconnect Profiler. After that if you have error it will show you. @pacific00 answer about Debug.Log() it is normal compiler will ignore it.

http://docs.unity3d.com/Manual/PublishingBuilds.html

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