Script working in Editor but not in Build

This is a blank project. Just trying to drag a cube. I’ve seen similar questions on this but I have no idea what I’m looking for.

I build and…nothing.

Main Camera is in Orthographic projection, works fine in Editor, but nothing at all when built.
Please help before I start punching myself in the face.

This is literally the only script in this project.

using UnityEngine;

using System.Collections;

public class DraggingScript : MonoBehaviour

{

//This code is for 2D click/drag gameobject

//Please make sure to change Camera Projection to Orthographic

//Add Collider (not 2DCollider) to gameObject  

public GameObject gameObjectTodrag; //refer to GO that being dragged

public Vector3 GOcenter; //gameobjectcenter
public Vector3 touchPosition; //touch or click position
public Vector3 offset;//vector between touchpoint/mouseclick to object center
public Vector3 newGOCenter; //new center of gameObject

RaycastHit hit; //store hit object information

public bool draggingMode = false;

// Use this for initialization
void Start()
{

}

// Update is called once per frame
void Update()
{

	//***********************
	// *** CLICK TO DRAG ****
	//***********************

	#if UNITY_EDITOR
	//first frame when user click left mouse
	if (Input.GetMouseButtonDown(0))
	{
		//convert mouse click position to a ray
		Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

		//if ray hit a Collider ( not 2DCollider)
		if (Physics.Raycast(ray, out hit))
		{
			gameObjectTodrag = hit.collider.gameObject;
			GOcenter = gameObjectTodrag.transform.position;
			touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
			offset = touchPosition - GOcenter;
			draggingMode = true;
		}
	}

	//every frame when user hold on left mouse
	if (Input.GetMouseButton(0))
	{
		if (draggingMode)
		{
			touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
			newGOCenter = touchPosition - offset;
			gameObjectTodrag.transform.position = new Vector3(newGOCenter.x, newGOCenter.y, GOcenter.z);
		}
	}

	//when mouse is released
	if (Input.GetMouseButtonUp(0))
	{
		draggingMode = false;
	}
	#endif

	//***********************
	// *** TOUCH TO DRAG ****
	//***********************
	foreach (Touch touch in Input.touches)
	{
		switch (touch.phase)
		{
		//When just touch
		case TouchPhase.Began:
			//convert mouse click position to a ray
			Ray ray = Camera.main.ScreenPointToRay(touch.position);

			//if ray hit a Collider ( not 2DCollider)
			// if (Physics.Raycast(ray, out hit))
			if (Physics.SphereCast(ray, 0.3f, out hit))
			{
				gameObjectTodrag = hit.collider.gameObject;
				GOcenter = gameObjectTodrag.transform.position;
				touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
				offset = touchPosition - GOcenter;
				draggingMode = true;
			}
			break;

		case TouchPhase.Moved:
			if (draggingMode)
			{
				touchPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
				newGOCenter = touchPosition - offset;
				gameObjectTodrag.transform.position = new Vector3(newGOCenter.x, newGOCenter.y, GOcenter.z);
			}
			break;

		case TouchPhase.Ended:
			draggingMode = false;
			break;
		}
	}
}

}

Solved it for me, I completely overlooked the #if UNITY_EDITOR, I was just so flustered.

Sorry for wasting anyone’s time.