Oculus drag with mouse

I would like to drage gameObject with the mouse, i have tried the following code, which gets the object to “disappeear”, then realised it may be an issue with having the screen split with both views an only on mouse, ^^
what is the best way to get around the problem?

#pragma strict


private  var screenPoint:Vector3;
private var  offset:Vector3;

//Drop this onto a gameobject, use the collider that matches your type of gameobject

   // using UnityEngine;
  //  using System.Collections;
     
//    [RequireComponent(typeof(MeshCollider))]

function Start () {

}

function Update () {
// this.transform.position.x ++;
}





 
function OnMouseDown()
{
Debug.Log(this.name );
print(this.transform.position.x);
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
 
}
 
function OnMouseDrag()
{
this.transform.position.x = Input.mousePosition.x;
var curScreenPoint:Vector3 = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
//var curScreenPoint:Vector3 = new Vector3( Input.mousePosition.x, this.transform.position.y, this.transform.position.z);
 
var curPosition:Vector3 = Camera.main.ScreenToWorldPoint(curScreenPoint) +  offset;
transform.position = curPosition;
}

I don’t know how Oculus sets up its camera system, but you might try using a manually-chosen camera instead of Camera.main. Then choose one of the “eyes” to follow by dragging that camera into your drag script in the inspector.

To do that, add “public var myCamera:Camera;” up there with the others, and replace every instance of “Camera.main” with “myCamera”.