It's top linear, no physics. I just need it to go a short distance, it works fine when dragging at a normal pace but if the player drags as fast as possible it often breaks the game. I'll try out your suggestions, is it right to assume this is done with Custom Movement?
not necessarily, but usually that is how i use it. if you have a default movement, just use the same (distance(x1,y1,x2,y2)+(60*dt))/10 as speed. and should work. the number "10" that i used to divide the distance, can be anything you want depending on your wanted results. lower then 10 is faster higher then 10 movement will lag a bit...
here is an example of the dt distance movement. 1st group is for a following pet/ etc 2nd is direct movement while your mouse/touch is down. this way it never breaks atleast i didn't managed to break it even if i were going bananas on mouse speed. hope this is what you needed.
i used the same movement in this demo here
however it has a mistake or lack of events in code, you need to add a "is not tapping" or " is not clicking" condition type so it happens only when dragging happens. other way youl find yourself with a small bug that on tap /click movement will start happening because of the distance being bigger then 0 .... now number 0 can be anything you want, that is your center point limit.