WebJun 6, 2012 · I need to translate mouse cursor location from 2d into 3d world so I can attach an object to it but the problem is Camera.ScreenToWorldPoint doesn't work right. Code (csharp): void Update () {. Vector3 pos = Camera.main.ScreenToWorldPoint( Input.mousePosition); } When I log the value "pos", X is seemingly random number … WebPoint after projection are always in the -1,1. So the four corner screen points are -1,-1; -1,1; 1,-1;1,1. But you still need to choose th z value. If you are in OpenGL, z is between -1 …
ScreenToWorldPoint() not working - Unity Answers
WebApr 10, 2024 · All four cameras have sophisticated autofocus systems, but the AI AF in the ZV-E1 is the most advanced. (Image credit: Sony) (opens in new tab) • Sony ZV-1: 315/425-point hybrid AF, Real-Time Tracking & Eye AF, Background Defocus & Face Priority AE, Product Showcase Setting WebJul 25, 2015 · One of the operations involved in computing the screen point of a world coordinate (dehomogenizing a homogeneous coordinate) cannot be represented as a linear transformation, so there cannot exist a matrix (which is really just a convenient encoding of a linear map) that can represent it. jotform vs cognito forms
Unity - Camera ScreenToWorldPoint returning odd values
WebMay 22, 2024 · Camera cam = Camera.main; Vector3 mousePos = Input.mousePosition; mousePos.z = cam.nearClipPlane; point = cam.ScreenToWorldPoint( mousePos); For a full 3D game with a rotatable camera, you'll probably want to use a Raycast eventually anyways. GroZZleR, May 22, 2024 #2 Lurking-Ninja Joined: Jan 20, 2015 Posts: 8,816 … WebMay 2, 2024 · However Camera.main.ScreenToWorldPoint (Input.mousePosition) is returning values that aren't even close to the GameObject. I.E. The GameObject is instantiated at (0, 0, 0), and hovering over it shows the mouse at (307, 174). Moving the Rotating Object to the right edge of the screen will only return an x position of 64 (half of … WebTransform camTrans = Camera.main.transform; float dist = Vector3.Dot(player.transform.position - camTrans.position, camTrans.forward); touchPos.z = dist; Vector3 pos = Camera.main.ScreenToWorldPoint(touchPos); // do whatever you want with the projected position. For example just set the players x position based on the … how to log out of hayday