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Question by daipayan123 · Dec 31, 2014 at 12:07 PM · draggame objectmouse-drag

How to click and drag Game Objects?

I am making a game that involves the player clicking and dragging game objects across the scene.

This is what i am trying.

public class Drag : MonoBehaviour {

     private Vector3 screenPoint;
 private Vector3 offset;
 void Start () {
 
 }
 
 void Update () {
 }

 void OnMouseDown()
 {
     screenPoint = Camera.main.WorldToScreenPoint(Input.mousePosition);
     offset = Input.mousePosition - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
 }

 void OnMouseDrag()
 {
     Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
     Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
     transform.position = curPosition;
         

 }

}

but whenever i click on the object, it jumps out of the camera view. If i drag while pressing the mouse button , the object moves with it. I can see in the inspector, but is is out of the camera view. Can somebody help me with this? Thanks in advance

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Answer by Mayank Ghanshala · Dec 31, 2014 at 12:37 PM

 void OnMouseDown()
  {
      screenPoint = Camera.main.WorldToScreenPoint(Input.mousePosition);
      offset = Input.mousePosition - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z));
  }
  
  void OnMouseDrag()
  {
      Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z);
      Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
      transform.position = curPosition;
          
  
  }
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avatar image daipayan123 · Dec 31, 2014 at 12:55 PM 0
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Still same problem. I displayed the mouseposition too. Those coordinates are out if the camera view too. But, that should not be the case.

avatar image Wisearn · Dec 31, 2014 at 01:20 PM 0
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  offset = Input.mousePosition - Camera.main.ScreenToWorldPoint

this part doesnt make any sense to me, you compare a point on the screen to a point in the world which is 2 entierly separate type of numbers.

avatar image daipayan123 · Jan 21, 2015 at 11:06 AM 3
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public class Drag : $$anonymous$$onoBehaviour { private Vector3 screenPoint; private Vector3 offset;

 void Start () {
 }

 
 void Update () {
     
 }



 void On$$anonymous$$ouseDown()
 {
     screenPoint = Camera.main.WorldToScreenPoint(transform.position);
     offset =  transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y,screenPoint.z));
 }

 void On$$anonymous$$ouseDrag()
 {
     Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
     Vector3 curPosition = Camera.main.ScreenToWorldPoint(curScreenPoint) + offset;
     transform.position = curPosition;
 }

} This is the solution if anyones needs it. just add this to the gameobject and tada!! you can now drag a gameobject without it lagging behind the mouse pointer.

avatar image MattG54321 daipayan123 · Dec 03, 2016 at 08:56 PM 0
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Thank you for posting your solution! Really helped me out.

avatar image tsondhi2006 · May 03, 2017 at 05:09 PM 0
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Thanx @daipayan123 ....really helped

avatar image julianreid2123 · Jun 17, 2018 at 05:28 PM 0
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Thanks for posted this. it really help me a lot.

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Answer by daipayan123 · Dec 31, 2014 at 06:37 PM

I solved it, thanks. Only have to manage the lag of the object from the mouse ppointer. Any tips?

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