How to keep my sprite in view during onDrag Unity 2D

Hello,

I’ve been following this Drag + Drop tutorial:

When I attempt to drag and drop my gameObject it disappears, I notice that the X,Y, and Z axis are all very extreme numbers, not sure how to fix it.

Please advise.

Thanks,

Link to video showing issue:

Here is my Code:

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

public class inventoryItem : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
[Header("UI")]
public Image image;

[HideInInspector] public Transform parentAfterDrag;

public void OnBeginDrag(PointerEventData eventData)
{
image.raycastTarget = false;
parentAfterDrag = transform.parent;
transform.SetParent(transform.root);
}

public void OnDrag(PointerEventData eventData)
{
Debug.Log("Dragging");
transform.position = Input.mousePosition;
}

public void OnEndDrag(PointerEventData eventData)
{
image.raycastTarget = true;
transform.SetParent(parentAfterDrag);
}
}

Image of my scene:

And a video of my issue

Whenever you need more information about what your program is doing as well as how and where it is deviating from your expectations, that means it is…

Time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

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Doing this should help you answer these types of questions:

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

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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://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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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://discussions.unity.com/t/839300/3

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“When in doubt, print it out!™” - Kurt Dekker (and many others)

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

If you learn more by debugging and there is some specific thing that still seems mysterious…

How to report your problem productively in the Unity3D forums:

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This is the bare minimum of information to report:

  • what you want
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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://discussions.unity.com/t/481379

  • Do not TALK about code without posting it.
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Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
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BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

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All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.

thanks for the long reply. I already know the issue is that the X/Y coordinates are being multiplied in some way. I really don’t have much to my project so I’m not sure what could be causing this to happen.

When I Debug.Log(Input.MousePosition) I get very normal values, however the position of the image I’m dragging (when looking at the inspector) shows the image all the way past X: 30,000 and Y: 30,000. If I am very careful I can move my mouse to get the image into the screen but it is extremely sensitive and not at all what I’m seeing when I get my mouseposition through the debug.

It seems suspect that you are using Input.mousePosition in your OnDrag method.

The example code provided in the IDragHandler documentation uses the eventData and a RectTransformUtility helper method to position it.

If your canvas is in Overlay mode, it seems sufficient to simply add the delta during dragging, rather than passing the mouse position.

public void OnDrag(PointerEventData eventData)
{

    Debug.Log("Dragging");
    transform.position += eventData.delta;
}

Thanks for your input guys! I ended up solving the problem by doing this:

transform.position = new Vector2(playerCamera.ScreenToWorldPoint(Input.mousePosition).x, playerCamera.ScreenToWorldPoint(Input.mousePosition).y);