Hello everyone, I am back from a Unity hiatus, but I am having a very strange problem. Apparently when I run my code in Unity, everything works fine and dandy, but when I run it through the executable, it breaks. I have tried this on my computer, and have sent it over to my friend only to achieve the same results. What is supposed to happen is: 1. Click on the ball. 2. If mouse is held down -> ball moves with mouse 3. If mouse is up -> ball is released This all works in the editor, but when I run it, it goes 1. Click on ball, nothing happens 2. Move the ball by colliding with it, click on ball, sometimes works 3. If mouse is up -> ball is released 4. If mouse is down anywhere except on the ball, the ball is teleported to you. I don't see how this would happen seeing as the code is exactly the same. Code (csharp): enum Weapon { None = 0 }; Rigidbody carriedObject; Weapon weapon = Weapon.None; // Use this for initialization void Start () { //Screen.lockCursor = true; } // Update is called once per frame void FixedUpdate () { if (Input.GetButtonDown("Fire1")) { if (weapon == Weapon.None) { RaycastHit outInfo; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out outInfo, 35, 1 << 8)) { outInfo.transform.position = outInfo.point; carriedObject = outInfo.rigidbody; outInfo.rigidbody.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z + 20)); outInfo.rigidbody.velocity = new Vector3(0, 0, 0); } } } if (Input.GetButton("Fire1")) { if (carriedObject != null) { carriedObject.position = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, Input.mousePosition.z + 20)); carriedObject.velocity = Vector3.zero; } } if (Input.GetButtonUp("Fire1")) { carriedObject = null; } } } Maybe I am overlooking something, but I'm pretty sure everything is right (considering how it works in the editor). Any help is appreciated! (I'd upload the rar, but I keep getting upload failed).
Well, I'm an idiot. I had FixedUpdate instead of Update, but how come I can't use FixedUpdate for this?