Dragging a object, but it lifts Player As well.[CLOSED]

So yes, i am creating a fps, where you have to pick up a object, and carry it to another object in order to go to the next level.
My problem is, when i jump on the object, and then click it, it lifts the player up in the air as well.

Here is my code:
//This code is not my creation

using UnityEngine;
using System.Collections;

public class DragRigidbodies : MonoBehaviour {
	public float speed = 15;
	public float smooth;
	private bool drag = false;
	private Transform cam;
	private Transform dragMark;
	private float startSpeed;
	private Rigidbody rigid;

	void Start () {
		if (GameObject.Find ("DragMark"))
			dragMark = GameObject.Find ("DragMark").transform;
			Debug.LogError ("No DragMark found. Make sure there's an empty GameObject called DragMark that's attached to the Main Camera");

		if (Camera.main != null)
			cam = Camera.main.transform;
			Debug.LogError ("No Main Camera found. Make sure there's a camera tagged as MainCamera");

		startSpeed = speed;

	// Use this for initialization
	void Update () {
		if (dragMark == null || cam == null)

		Ray ray = Camera.main.ScreenPointToRay (new Vector2 (Screen.width / 2, Screen.height / 2));
		RaycastHit hit;
		if (Input.GetMouseButtonDown (0))
		if (Physics.Raycast (ray, out hit, Mathf.Infinity)) {
			if (hit.collider.rigidbody != null) {
				rigid = hit.collider.rigidbody;
				dragMark.position = rigid.position;
				rigid.constraints = RigidbodyConstraints.FreezeRotation;
				drag = true;

		if (Input.GetMouseButtonUp(0) && rigid) {
			rigid.constraints = RigidbodyConstraints.None;
			drag = false;

		if (rigid == null || drag == false)

		float dis = Vector3.Distance (dragMark.position, rigid.position);
		dis = Mathf.Clamp (dis, 0, 3);
		speed = startSpeed * dis;

		Vector3 direction = (dragMark.position - rigid.position).normalized;
		rigid.velocity = direction * speed;

How can I fix this?

I tried fix it, and i decided to ignore collision between the pick up object and player when the object Drag bool becomes true that way when you stand on it the player actually falls a bit to the ground and you can lift the object anywhere you want. What happened before was that, when you pick up the object when standing on it, the objects collider and players collider would collide together when you try pull the object up, so the object was literally carrying you upwards (acted as your terrain xD).

But im not sure if this what you were having problems with, so im sending the project to you to see if what you wanted is fixed.
(if fixed but not happy, im pretty sure few other solutions are possible)

(What i did is write a small script, which ignores collisions)