mobile touch ios doesn't work anymore after update to 5.3.4

I was making a game when I updated unity the drag script didn’t work any more I don’t get any errors please help this is my script:

`using UnityEngine;
using System.Collections;

public class Dragger: MonoBehaviour
{
public int maxTouch = 2;
[Range(0,31)]
public int layerMask = 0;
public float distance = 0.2f;
public float dampingRatio = 1;
public float frequency = 1.8f;
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public float angularDrag = 5.0f;
public bool centerOfMass = false;
private SpringJoint2D springJoints;

void Start ()
{
	springJoints = new SpringJoint2D[maxTouch];

	for (int i = 0; i < maxTouch; i++) {
		GameObject go = new GameObject ("Dragger" + (i + 1));
		go.transform.parent = this.transform;

		Rigidbody2D body = go.AddComponent <Rigidbody2D>() as Rigidbody2D;
		springJoints  *= go.AddComponent <SpringJoint2D>() as SpringJoint2D;*

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  •   }*
    
  • }*
  • void Update ()*
  • {*
  •   foreach (Touch touch in Input.touches) {*
    
  •   	int Id = touch.fingerId;*
    
  •   	if (Id < maxTouch && touch.phase == TouchPhase.Began) {*
    
  •   		Camera mainCamera = FindCamera ();*
    
  •   		Ray ray = mainCamera.ScreenPointToRay (touch.position);*
    
  •   		RaycastHit2D hit = Physics2D.GetRayIntersection (ray, Mathf.Infinity, 1 << layerMask);*
    
  •   		if (hit.rigidbody != null && hit.rigidbody.isKinematic == false) {*
    
  •   			springJoints [Id].transform.position = hit.point;*
    

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  •   				springJoints [Id].connectedAnchor = hit.rigidbody.centerOfMass;*
    
  •   			else*
    
  •   				springJoints [Id].connectedAnchor = hit.transform.InverseTransformPoint (hit.point);*
    
  •   			float length = (hit.transform.position - mainCamera.transform.position).magnitude;*
    
  •   			StartCoroutine (DragObject (Id, length));*
    
  •   		}*
    
  •   	}*
    
  •   }*
    
  • }*

  • IEnumerator DragObject (int Id, float length)*

  • {*

  •   float oldDrag = springJoints [Id].connectedBody.drag;*
    
  •   float oldAngularDrag = springJoints [Id].connectedBody.angularDrag;*
    
  •   springJoints [Id].distance = distance;*
    

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  •   springJoints [Id].frequency = frequency;*
    
  •   springJoints [Id].connectedBody.drag = linearDrag;*
    
  •   springJoints [Id].connectedBody.angularDrag = angularDrag;*
    
  •   Camera mainCamera = FindCamera ();*
    
  •   while (true) {*
    
  •   	bool touchExists = false;*
    
  •   	foreach (Touch touch in Input.touches) {*
    
  •   		if (touch.fingerId == Id) {*
    
  •   			touchExists = true;*
    
  •   			Ray ray = mainCamera.ScreenPointToRay (touch.position);*
    
  •   			springJoints [Id].transform.position = ray.GetPoint (length);*
    
  •   		}*
    

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  •   		yield return null;*
    
  •   	else*
    
  •   		break;*
    
  •   }*
    

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  •   	springJoints [Id].connectedBody.angularDrag = oldAngularDrag;*
    
  •   	springJoints [Id].connectedBody = null;*
    
  •   }* 
    
  • }*

  • Camera FindCamera ()*

  • {*

  •   if (GetComponent<Camera>())*
    
  •   	return GetComponent<Camera>();*
    

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  •   	return Camera.main;*
    
  • }*
    }`

I had a similar issue, and fixed it by disabling “Auto Configure Distance” for the joints.

springJoints*.autoConfigureDistance = false;*