Unity3D – Mouse – Drag Rigid Body
Drag Every Rigid Body in the scene using Mouse.
Create a scene with:
1. Main Camera
2. Cube, name it and use it as ground
– Box Collider
3. Sphere
– Box Collider
– Rigid Body
4. Capsule
– Box Collider
– Rigid Body
5. Empty Object
– DragRigidBody.js
// Attach this script to an Empty Object in the scene var spring = 50.0; var damper = 5.0; var drag = 10.0; var angularDrag = 5.0; var distance = 0.2; var attachToCenterOfMass = false; private var springJoint : SpringJoint; function Update () { // Make sure the user pressed the mouse down if (!Input.GetMouseButtonDown (0)) return; var mainCamera = FindCamera(); // We need to actually hit an object var hit : RaycastHit; if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), hit, 100)) return; // We need to hit a rigidbody that is not kinematic if (!hit.rigidbody || hit.rigidbody.isKinematic) return; if (!springJoint) { var go = new GameObject("Rigidbody dragger"); var body : Rigidbody = go.AddComponent ("Rigidbody") as Rigidbody; springJoint = go.AddComponent ("SpringJoint"); body.isKinematic = true; } springJoint.transform.position = hit.point; if (attachToCenterOfMass) { var 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); } function DragObject (distance : float) { var oldDrag = springJoint.connectedBody.drag; var oldAngularDrag = springJoint.connectedBody.angularDrag; springJoint.connectedBody.drag = drag; springJoint.connectedBody.angularDrag = angularDrag; var mainCamera = FindCamera(); while (Input.GetMouseButton (0)) { var ray = mainCamera.ScreenPointToRay (Input.mousePosition); springJoint.transform.position = ray.GetPoint(distance); yield; } if (springJoint.connectedBody) { springJoint.connectedBody.drag = oldDrag; springJoint.connectedBody.angularDrag = oldAngularDrag; springJoint.connectedBody = null; } } function FindCamera () { if (camera) return camera; else return Camera.main; }