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Question Panel drag movement not being applied.

Discussion in 'UGUI & TextMesh Pro' started by Jeongyeon99, Sep 10, 2023.

  1. Jeongyeon99

    Jeongyeon99

    Joined:
    Sep 10, 2023
    Posts:
    2


    As you can see in the video, there seems to be a force trying to keep the panel in its original position.

    I'm currently writing the code with the help of ChatGPT, and this content was also translated by GPT. GPT modified the code once, but the same problem occurred as before the modification. I've also checked all the solutions and elements suggested by GPT and even tested it on a new blank project, but the same problem arises.

    You can see the script content in the video, but it's as follows:




    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.EventSystems;

    public class UI이동 : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IDragHandler
    {
    private Vector2 originalPosition;
    private RectTransform rectTransform;

    private void Awake()
    {
    rectTransform = GetComponent<RectTransform>();
    }

    public void OnPointerDown(PointerEventData eventData)
    {
    originalPosition = rectTransform.anchoredPosition;
    Debug.Log($"OnPointerDown - Original Position: {originalPosition}");
    }

    public void OnDrag(PointerEventData eventData)
    {
    Debug.Log($"OnDrag - Event Data Delta: {eventData.delta}");
    rectTransform.anchoredPosition = originalPosition + eventData.delta;
    Debug.Log($"OnDrag - New Anchored Position: {rectTransform.anchoredPosition}");
    }

    public void OnPointerUp(PointerEventData eventData)
    {
    Debug.Log("OnPointerUp");
    // Nothing special to do here.
    }
    }



    If you guys can solve this issue, you can claim victory over the AI.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    37,245
    Better than us, here is how YOU can solve it.

    Here is how YOU can be "claim victory over the AI", which isn't saying much.

    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    If your problem is with OnCollision-type functions, print the name of what is passed in!

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.


    Once you learn more, if it's still mysterious...


    How to report your problem productively in the Unity3D forums:

    http://plbm.com/?p=220

    This is the bare minimum of information to report:

    - what you want
    - what you tried
    - what you expected to happen
    - what actually happened, log output, variable values, and especially any errors you see
    - links to documentation you used to cross-check your work (CRITICAL!!!)

    The purpose of YOU providing links is to make our job easier, while simultaneously showing us that you actually put effort into the process. If you haven't put effort into finding the documentation, why should we bother putting effort into replying?



    If you post a code snippet, ALWAYS USE CODE TAGS:

    How to use code tags: https://forum.unity.com/threads/using-code-tags-properly.143875/

    - Do not TALK about code without posting it.
    - Do NOT post unformatted code.
    - Do NOT retype code. Use copy/paste properly using code tags.
    - Do NOT post screenshots of code.
    - Do NOT post photographs of code.
    - ONLY post the relevant code, and then refer to it in your discussion.
     
  3. MelvMay

    MelvMay

    Unity Technologies

    Joined:
    May 24, 2013
    Posts:
    10,811
    This is not the UI forum. Please use the UI forums for UI questions.

    I'll move your post to the UGUI forum for you.