void DragRelease() { lr.positionCount = 0; Vector3 dragReleasePos = Camera.main.ScreenToWorldPoint(touch.position); dragReleasePos.z = 0f; Vector3 force = dragStartPos - dragReleasePos; Vector3 clampedForce = Vector3.ClampMagnitude(force, maxDrag) * power; // -- only do arrow if force is not (0,0) because that is a tap if ((Vector2)force != Vector2.zero) { // -- start arrow shooting animation curArrowController.ReleaseAnimation(); // -- must change to dynamic for force to be added arrowRB.isKinematic = false; arrowRB.AddForce(clampedForce, ForceMode2D.Impulse); // -- start reloading time curReloadTime = reloadTime; reload = true; // -- tell update function to reload on next frame // -- start UI timer timer.StartTimer(reloadTime); } // -- if it's a tap else { // -- put arrow back to it's pre loading spot curArrowController.PutBackAnimation(); } }