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Save seferciogluecce/e57dd9e884bd38d2925f3de7826f5dd4 to your computer and use it in GitHub Desktop.
Tutorial Video: https://youtu.be/99yIg-A5eCw
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using UnityEngine; | |
[RequireComponent(typeof(Rigidbody))] | |
[RequireComponent(typeof(Collider))] | |
public class DragAndShoot : MonoBehaviour | |
{ | |
private Vector3 mousePressDownPos; | |
private Vector3 mouseReleasePos; | |
private Rigidbody rb; | |
private bool isShoot; | |
void Start() | |
{ | |
rb = GetComponent<Rigidbody>(); | |
} | |
private void OnMouseDown() | |
{ | |
mousePressDownPos = Input.mousePosition; | |
} | |
private void OnMouseUp() | |
{ | |
mouseReleasePos = Input.mousePosition; | |
Shoot(mouseReleasePos-mousePressDownPos); | |
} | |
private float forceMultiplier = 3; | |
void Shoot(Vector3 Force) | |
{ | |
if(isShoot) | |
return; | |
rb.AddForce(new Vector3(Force.x,Force.y,Force.y) * forceMultiplier); | |
isShoot = true; | |
} | |
} |
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It appears a Unity bug makes this impossible to work with if the camera is majorly rotated. I found out this issue when I had my camera's y value set to -90 degrees.