How do i check if mouse moved a certain distance?

How do i check if mouse moved a certain distance in a direction while holding left/right click button.for example i click on an object and move my mouse in right direction the object rotates 180 degrees to right when i leave the mouse click but if i don’t reach that certain distance the object doesn’t rotate? please help i can’t seem to figure this out on my own

Try this:

using UnityEngine;
using System.Collections;

public class MouseDownDist : MonoBehaviour {

	private Vector3 mouseDragStart;
	private Vector3 mouseDragEnd;
	private float mouseDistance;

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
		if(Input.GetMouseButtonDown(0))
		{
			mouseDragStart = Input.mousePosition;
		}
		
		if(Input.GetMouseButtonUp(0))
		{
			mouseDragEnd = Input.mousePosition;
			mouseDistance = mouseDragEnd.x - mouseDragStart.x;

			if(mouseDistance > 200)
				Rotate();
		}
	}

	void Rotate()
	{
		Debug.Log("Rotating object");
	}
}

Got it to work :smiley: This should work only for right rotation(just need to change vales for other directions)
some brackets might be missing

public class Rotation: MonoBehaviour {


	
Vector3 MaximumX;
Vector3 mousepostion;	
Vector3 Cmouseposition;
void start(){

    if (Input.GetMouseButtonDown (0)) {
    			CheckTouch (Input.mousePosition, "began");
    
    		}
    		
    		if (Input.GetMouseButtonUp (0)) {
    
    				if (Cmouseposition.x > MaximumX.x) {
    				//	print (Cmouseposition.x);
    					Debug.LogError("Hey");
    
    			}
    
    				CheckTouch (Input.mousePosition, "ended");
    			}
    
    		}
    
    	void CheckTouch(Vector3 pos, string phase)
    	{
    		Vector3 wp = Camera.main.ScreenToWorldPoint(pos);
    		Vector2 touchPos = new Vector2(wp.x, wp.y);
    		Collider2D hit = Physics2D.OverlapPoint(touchPos);
    		
    		
    		if (hit.gameObject.name == "TestX" && hit && phase == "began")
    		{	
    			;
    			Vector3 mousepostion = Camera.main.ScreenToWorldPoint(Input.mousePosition);
    			MaximumX = mousepostion;
    			MaximumX+=new Vector3(10,0,0);
    			//print(mousepostion.x);
    			//print(MaximumX.x);
    		}
    	}
    }