Drag and Drop with Prefabs

Hi everyone,

i want to drag and drop prefabs (simple modular humans). I use an empty GameObject to store my script.
In my script I compare the tags with my defined SelectableTag. It works fine with a cube, but with the prefabs, the persons, it didn’t.

Maybe you can help me, thanks in advance :slight_smile:

Here is my script:
using UnityEngine;
using System.Collections;

public class DragAndDrop : MonoBehaviour
    private bool _mouseState;
    private GameObject target;
    public Vector3 screenSpace;
    public Vector3 offset;
	[SerializeField] private string selectableTag = "Person";
    // Use this for initialization
    void Start ()
    // Update is called once per frame
    void Update ()
        // Debug.Log(_mouseState);
        if (Input.GetMouseButtonDown (0)) {
            RaycastHit hitInfo; 
            target = GetClickedObject (out hitInfo);
            if (target != null & target.CompareTag(selectableTag)) {
                _mouseState = true;
                screenSpace = Camera.main.WorldToScreenPoint(target.transform.position);
                offset = target.transform.position - Camera.main.ScreenToWorldPoint (new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenSpace.z));
        if (Input.GetMouseButtonUp (0)) {
            _mouseState = false;
        if (_mouseState) {
            //keep track of the mouse position
            var curScreenSpace = new Vector3 (Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
            //convert the screen mouse position to world point and adjust with offset
            var curPosition = Camera.main.ScreenToWorldPoint (curScreenSpace) + offset;
            //update the position of the object in the world
            target.transform.position = curPosition;
    GameObject GetClickedObject (out RaycastHit hit)
        GameObject target = null;
        Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);
        if (Physics.Raycast (ray.origin, ray.direction * 10, out hit)) {
            target = hit.collider.gameObject;
        return target;

Basically if something works with one thing but not with another it means that there is something missing on that another thing.

Because your code looks alright, I suggests you to maybe make sure your other prefabs have:

  1. Person tag.
  2. Collider.

Other than that, it is very weird scenario.