hi . please need some help
i have an app on unity 5.3.6 (MACOSX SIERRA)
and i am making a desktop app OSx
and i need simple mouse click and drag
and is working GREAT, but when run build the app NOT WORK
here is the picture, and below the 133 Kb unity package
please i really need hep with this.
i will apreciate so much

3124750–236645–mouse click drag.unitypackage.zip (134 KB)
Post your code you use to drag the cube with.
thansk for help
.
private var numberAverages : int = 3;
private var originalRotation : Quaternion;
private var offsetRotation : Quaternion;
private var touched=false;
// Make sure there is always a Rigidbody
@script RequireComponent (Rigidbody)
@script RequireComponent (SphereCollider)
function Awake () {
numberAverages = Mathf.Clamp (numberAverages, 1, numberAverages);
}
function DidTouch () {
if(touched==false)
{
touched=true;
var hit : RaycastHit;
var dir : Vector3;
// Stop spinning
// rigidbody.angularVelocity = Vector3.zero;
// Record initial variables
if ((Physics.Raycast (GetComponent.<Camera>().main.ScreenPointToRay(Input.mousePosition), hit))) {
originalRotation = transform.rotation;
dir = hit.point - transform.position;
offsetRotation = Quaternion.Inverse (Quaternion.LookRotation (dir));
Spin (dir);
}
}
}
function EndedTouch () {
touched=false;
}
function Spin (dir : Vector3) {
print("Spin");
var hit : RaycastHit;
var previousDirList : Array = new Array ();
var currentDir : Vector3;
// Initialize previous dir list
for (var i : int = 0; i < numberAverages; i++) {
previousDirList.Add (currentDir);
}
currentDir = dir;
// Make the object rotate with the cursor while we are grabbing it
while (touched&&Physics.Raycast (GetComponent.<Camera>().main.ScreenPointToRay(Input.mousePosition), hit)) {
// Remove first element of the array
previousDirList.RemoveAt (0);
// Add current dir to the end
previousDirList.Add (currentDir);
currentDir = hit.point - transform.position;
// print (currentDir);
transform.rotation = Quaternion.LookRotation (currentDir) * offsetRotation * originalRotation;
yield;
}
// User let go of the mouse so make the object spin on its own
var avgPreviousDir : Vector3 = Vector3.zero;
for (dir in previousDirList) {
avgPreviousDir += dir;
}
avgPreviousDir /= numberAverages;
Kick (currentDir, avgPreviousDir);
}
function Kick (r2 : Vector3, r1 : Vector3) {
print("Kick");
var linearVelocity : Vector3;
var angVelocity : Vector3;
// Calculate the angular velocity: omega = r x v / r^2
linearVelocity = (r2 - r1) / Time.deltaTime;
GetComponent.<Rigidbody>().angularVelocity = Vector3.Cross (r2, linearVelocity) / r2.sqrMagnitude;
}