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Camera.main.ScreenToWorldPoint(Input.mousePosition) always returns camera position, doesnt matter where i click
Unity obtaining Vector of click eventMoving a player with GUI TextureMy shooting script does not work after respawningWhy is there no camera attached, even if I've attached it?Unity C# camera movementWandering AI in unity C#How to increment Yposition value for maincamera in unity3dHow can I push the camera upwards whenever the player fires their gun and reset the gun's position when they've stop shooting?Unity: Instantiating prefab on GameObject - Error Object is nullHow to convert keyboard controls to touch screen in Unity
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I am trying to create a script that converts mouseclick position into position in GridLayout. I trying to use Camera.main.ScreenToWorldPoint(), but its returning coordinates of camera, not of the point clicked, doesnt metter if i use static camera or camera fixed on player. I attached this script to CharacterRobotBoy prefab from standard unity assets.
using UnityEngine;
public class Position : MonoBehaviour
void Update()
if (Input.GetMouseButtonUp(0))
Vector3 pz = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Debug.Log("camera:"+pz);
pz.z = 0;
GridLayout gridLayout = transform.parent.GetComponentInParent<GridLayout>();
Vector3Int cellPosition = gridLayout.WorldToCell(pz);
Debug.Log("cell position:"+cellPosition);
Can my code be fixed for the task, or is there a different solution for the problem. Thanks for your help.
PS: I am new to unity.
c# unity3d 2d
add a comment |
I am trying to create a script that converts mouseclick position into position in GridLayout. I trying to use Camera.main.ScreenToWorldPoint(), but its returning coordinates of camera, not of the point clicked, doesnt metter if i use static camera or camera fixed on player. I attached this script to CharacterRobotBoy prefab from standard unity assets.
using UnityEngine;
public class Position : MonoBehaviour
void Update()
if (Input.GetMouseButtonUp(0))
Vector3 pz = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Debug.Log("camera:"+pz);
pz.z = 0;
GridLayout gridLayout = transform.parent.GetComponentInParent<GridLayout>();
Vector3Int cellPosition = gridLayout.WorldToCell(pz);
Debug.Log("cell position:"+cellPosition);
Can my code be fixed for the task, or is there a different solution for the problem. Thanks for your help.
PS: I am new to unity.
c# unity3d 2d
dropping everything starting the line pz.z = 0.. your code is returning my mouse location.. are you sure your camera is set main?
– BugFinder
Mar 25 at 10:47
Possible duplicate of Unity obtaining Vector of click event
– Ruzihm
Mar 25 at 16:36
add a comment |
I am trying to create a script that converts mouseclick position into position in GridLayout. I trying to use Camera.main.ScreenToWorldPoint(), but its returning coordinates of camera, not of the point clicked, doesnt metter if i use static camera or camera fixed on player. I attached this script to CharacterRobotBoy prefab from standard unity assets.
using UnityEngine;
public class Position : MonoBehaviour
void Update()
if (Input.GetMouseButtonUp(0))
Vector3 pz = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Debug.Log("camera:"+pz);
pz.z = 0;
GridLayout gridLayout = transform.parent.GetComponentInParent<GridLayout>();
Vector3Int cellPosition = gridLayout.WorldToCell(pz);
Debug.Log("cell position:"+cellPosition);
Can my code be fixed for the task, or is there a different solution for the problem. Thanks for your help.
PS: I am new to unity.
c# unity3d 2d
I am trying to create a script that converts mouseclick position into position in GridLayout. I trying to use Camera.main.ScreenToWorldPoint(), but its returning coordinates of camera, not of the point clicked, doesnt metter if i use static camera or camera fixed on player. I attached this script to CharacterRobotBoy prefab from standard unity assets.
using UnityEngine;
public class Position : MonoBehaviour
void Update()
if (Input.GetMouseButtonUp(0))
Vector3 pz = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Debug.Log("camera:"+pz);
pz.z = 0;
GridLayout gridLayout = transform.parent.GetComponentInParent<GridLayout>();
Vector3Int cellPosition = gridLayout.WorldToCell(pz);
Debug.Log("cell position:"+cellPosition);
Can my code be fixed for the task, or is there a different solution for the problem. Thanks for your help.
PS: I am new to unity.
c# unity3d 2d
c# unity3d 2d
asked Mar 25 at 10:28
Daniel BystricanDaniel Bystrican
691 silver badge7 bronze badges
691 silver badge7 bronze badges
dropping everything starting the line pz.z = 0.. your code is returning my mouse location.. are you sure your camera is set main?
– BugFinder
Mar 25 at 10:47
Possible duplicate of Unity obtaining Vector of click event
– Ruzihm
Mar 25 at 16:36
add a comment |
dropping everything starting the line pz.z = 0.. your code is returning my mouse location.. are you sure your camera is set main?
– BugFinder
Mar 25 at 10:47
Possible duplicate of Unity obtaining Vector of click event
– Ruzihm
Mar 25 at 16:36
dropping everything starting the line pz.z = 0.. your code is returning my mouse location.. are you sure your camera is set main?
– BugFinder
Mar 25 at 10:47
dropping everything starting the line pz.z = 0.. your code is returning my mouse location.. are you sure your camera is set main?
– BugFinder
Mar 25 at 10:47
Possible duplicate of Unity obtaining Vector of click event
– Ruzihm
Mar 25 at 16:36
Possible duplicate of Unity obtaining Vector of click event
– Ruzihm
Mar 25 at 16:36
add a comment |
1 Answer
1
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Suppose you have a flat plane and a camera looking at it from above.
Think of the screen as the lens of the camera, and the cursor as a small ant walking over it. If I remember correctly, ScreenToWorldPoint returns the location of the ant in world-space, which is somewhere in the sky. By setting z := 0, you get a point directly below the camera, regardless of where the cursor is.
What you should do instead is cast a ray from the center of the camera-view through the ant, and collide it with the plane. The collision point is what you are looking for.
It can be done via the ScreenPointToRay method.
You should check out Brackeys RPG tutorial, he's done something similar.
Hope it helps :)
add a comment |
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1 Answer
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active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Suppose you have a flat plane and a camera looking at it from above.
Think of the screen as the lens of the camera, and the cursor as a small ant walking over it. If I remember correctly, ScreenToWorldPoint returns the location of the ant in world-space, which is somewhere in the sky. By setting z := 0, you get a point directly below the camera, regardless of where the cursor is.
What you should do instead is cast a ray from the center of the camera-view through the ant, and collide it with the plane. The collision point is what you are looking for.
It can be done via the ScreenPointToRay method.
You should check out Brackeys RPG tutorial, he's done something similar.
Hope it helps :)
add a comment |
Suppose you have a flat plane and a camera looking at it from above.
Think of the screen as the lens of the camera, and the cursor as a small ant walking over it. If I remember correctly, ScreenToWorldPoint returns the location of the ant in world-space, which is somewhere in the sky. By setting z := 0, you get a point directly below the camera, regardless of where the cursor is.
What you should do instead is cast a ray from the center of the camera-view through the ant, and collide it with the plane. The collision point is what you are looking for.
It can be done via the ScreenPointToRay method.
You should check out Brackeys RPG tutorial, he's done something similar.
Hope it helps :)
add a comment |
Suppose you have a flat plane and a camera looking at it from above.
Think of the screen as the lens of the camera, and the cursor as a small ant walking over it. If I remember correctly, ScreenToWorldPoint returns the location of the ant in world-space, which is somewhere in the sky. By setting z := 0, you get a point directly below the camera, regardless of where the cursor is.
What you should do instead is cast a ray from the center of the camera-view through the ant, and collide it with the plane. The collision point is what you are looking for.
It can be done via the ScreenPointToRay method.
You should check out Brackeys RPG tutorial, he's done something similar.
Hope it helps :)
Suppose you have a flat plane and a camera looking at it from above.
Think of the screen as the lens of the camera, and the cursor as a small ant walking over it. If I remember correctly, ScreenToWorldPoint returns the location of the ant in world-space, which is somewhere in the sky. By setting z := 0, you get a point directly below the camera, regardless of where the cursor is.
What you should do instead is cast a ray from the center of the camera-view through the ant, and collide it with the plane. The collision point is what you are looking for.
It can be done via the ScreenPointToRay method.
You should check out Brackeys RPG tutorial, he's done something similar.
Hope it helps :)
edited Mar 25 at 11:14
answered Mar 25 at 11:03
Null TerminatorNull Terminator
764 bronze badges
764 bronze badges
add a comment |
add a comment |
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dropping everything starting the line pz.z = 0.. your code is returning my mouse location.. are you sure your camera is set main?
– BugFinder
Mar 25 at 10:47
Possible duplicate of Unity obtaining Vector of click event
– Ruzihm
Mar 25 at 16:36