I can successfully constrain the drag movement of a placed object along World Z or World X which is determined at application launch.
Very simply in an Update loop ondrag detect (pseudocode)
placedObject.transform.position.z = <my hit Pose z position>
However I need instead to constrain the direction so that it is the same as the normal x or normal Z of a specific Plane or Mesh.
In other words the constrained direction I really want is perpendicular to a specific Plane or Mesh.
How could I accomplish this?