Right now, when using the Draggable behavior on mobile, the object always sticks exactly to the finger. This makes it hard to see the object while dragging, especially when the finger covers it.
It would be really useful if the Draggable behavior had an option to set an offset for example, a few pixels away from the touch point (like +100 on Y). That way, we could make the object appear slightly above or below the finger during drag.
Example use cases:
When dragging inventory items, players can still see what they’re moving.
In puzzle or UI games, the object stays visible while being dragged.
Possible implementation idea:
Add two optional parameters in the Draggable behavior:
X offset
Y offset
These would simply shift the dragged object’s position relative to the finger or cursor.
It’s a small feature, but it would make mobile touch interactions a lot more user-friendly and flexible.
Agreed. You might also want to add a request for a change to the cancelable drag community created behavior. Not only would it be a good idea to have consistency but it might be easier to convince a user than GD.
I am all in for your request
Cause you just described why i hate touch controls
You pretty much cover with your finger what you want to see
But then i have a question
Wouldn’t making image of your object bigger with a some empty space just fix that issue?
Where on other hand idk if your idea is right way to solve the issue
I am thinking about additional extension you would use with drag behavior
Or maybe totally new behavior
Where you only click on object to indicate you are starting to drag
And now you attach that object to some other invisible object and move it around
Where you can offset actual object from that invisible one for example to -100 Y from invisible object
And now you would see everything
One possible way to fix this is to add a spring joint to the draggable object at the moment the finger touches it. Then, when the finger drags the object, it won’t immediately match the finger’s coordinates. Instead, it will visually create a delayed trailing effect as it tries to catch up to the finger’s location.
On a side note: When a player’s finger completely covers the object that needs to be moved, it’s usually a UX problem that has to be solved. The object should be large enough to serve its proper function; otherwise, you need to think about a more convenient way to move it or even redesign the mechanic itself.
A simple solution to the age-old ‘hand in the way of the thing that you’re dragging’ is a system of mirrors that are carefully positioned within a pair of extra wide, yet funky glasses as shown here.