Even if the drop is not applied (which I control), the problem originates from the Drag operation. When you use drag, it does so incorrectly depending on the selected area of the object, speed and fps of the game, as I mentioned.
The drop obviously has to disappear or do x function.
The problem is the Drag operation.
I don’t know, but it seems that in the post, it seems that the framerate does not match the drag operation. Internally I don’t know if the mathematics performed is correct.
My code is the same as the documentation.
That’s why the idea is to hide the mouse, something that is very ugly, but can be effective and does not work with InputModeGameAndUI (Hide cursor during capture) as I said.
This is the drag of the operation:
It does not work well.