mouse: click and drag work on unity but launch app is not working

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--236647--click drag picture.jpg

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;
 

 
}