A Problem with freeze rotation and position.

Hello. I am writing a script that freezes the position of objects and allows them to travel on a single axis when given the inputs of the assigned keys X, Y, and Z. This script starts with the variables x, y, and z all deactivated. This leads to my first problem. On start, my object is not constrained in two of the axis.
Also, I intended to keep all axis of rotation constrained but none of them are constrained.

Could it be that I am using a modified version of the dragrigidbody script to move the object? I changed lines 20 and 63 on the dragrigidbody script from:

mainCamera.ScreenPointToRay (Input.mousePosition) 

to:

mainCamera.ViewportPointToRay(new Vector3(0.5, 0.5, 0))

Here is my drag object script:

#pragma strict
var x : boolean = false;
var y : boolean = false;
var z : boolean = false;
function Start () {
	x = false;
	y = false; 
	z = false;
	
}

function Update () {
	
	rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	//If it is false
	if(x == false){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionX;
	}
	
	if(y == false){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionY;
	}
	
	if(z == false){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionZ;
	}
	
	//If it is true
	if(x == true){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionZ;
	}
	
	if(y == true){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
	}
	
	if(z == true){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionX;
	}
	
	if(Input.GetKeyDown(KeyCode.X)){
		x = true;
		y = false;
		z = false;
	}
	if(Input.GetKeyDown(KeyCode.Y)){
		x = false;
		y = true;
		z = false;
	}
	if(Input.GetKeyDown(KeyCode.Z)){
		y = false;
		x = false;
		z = true;
	}
}

Are there any bugs that I can fix? For the rotation constraints I already tried “rigidbody.constraints = RigidbodyConstraints.FreezeRotation;” with no luck.

Here is my updated script with the rotation problem fixed:

#pragma strict
var x : boolean = false;
var y : boolean = false;
var z : boolean = false;
function Start () {

	rigidbody.constraints = RigidbodyConstraints.FreezePosition;
}

function Update () {
	
	rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
		if(Input.GetKeyDown(KeyCode.X)){
		x = true;
		y = false;
		z = false;
	}
	if(Input.GetKeyDown(KeyCode.Y)){
		x = false;
		y = true;
		z = false;
	}
	if(Input.GetKeyDown(KeyCode.Z)){
		y = false;
		x = false;
		z = true;
	}
	//If it is false
	if(x == false){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	}
	
	if(y == false){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	}
	
	if(z == false){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	}
	
	//If it is true
	if(x == true){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	}
	
	if(y == true){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	}
	
	if(z == true){
		rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;
	}

}

I am not sure.
I think need to set the RigidbodyConstrains to none because the Rotatons stay freezed if they won’t get reset.
You need to reset them because you freeze all Layers every Frame and you don’t need to do something if it’s false.
Your script should look like this :

    #pragma strict
    var x : boolean = false;
    var y : boolean = false;
    var z : boolean = false;
    function Start () {
    x = false;
    y = false;
    z = false;
     
    }
     
    function Update () {
     
    rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ;

     
    //If it is true
    if(x == true){
//First reset the feezed layers
    rigidbody.constraints = RigidbodyConstraints.None;
//Than freeze the Layers
    rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionZ;
    }
     
    if(y == true){
//First reset the feezed layers
    rigidbody.constraints = RigidbodyConstraints.None;
//Than freeze the Layers
    rigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ;
    }
     
    if(z == true){
//First reset the feezed layers
    rigidbody.constraints = RigidbodyConstraints.None;
//Than freeze the Layers
    rigidbody.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezePositionX;
    }
     
    if(Input.GetKeyDown(KeyCode.X)){
    x = true;
    y = false;
    z = false;
    }
    if(Input.GetKeyDown(KeyCode.Y)){
    x = false;
    y = true;
    z = false;
    }
    if(Input.GetKeyDown(KeyCode.Z)){
    y = false;
    x = false;
    z = true;
    }
    }