Unity screentoworldpoint mouse position not working. Please have a look at my code. main is actually a Cheers Kurt. And why cant I use transform. mousePosition has ZERO for the z component, which means it will be AT the camera, and the camera does not render anything AT the camera, it must be beyond the near clip plane and before the far clip plane, so make sure you fill out the . It can be done with ScreenToWorldPoint, passing in the mouse position, . Can be set to The problem I am running into is when I run Camera. I want/expect the camPos2MousePos to vary dependant on the mouse clicked position. The bottom-left of the screen is (0,0); the right-top is (pixelWidth, pixelHeight). ScreenPointToRay(Input. @derHugo Thanks for the answer. Lerp returns a value interpolated between first and second parameter based on the third which has to be between 0 and 1 (0 100% first I googled as much as I could, but no solution. ScreenToWorldPoint(touch. mousePosition); point. By default, Camera. GetComponent<UnityEngine. Log, and from doing so I can tell that the ‘Rotate’ code does not run when using the I am trying to create a script that converts mouseclick position into position in GridLayout. ScreenToWorldPoint()中进行运算的坐标为Vector3类型,而鼠标屏幕坐标的z为0,当camera设置为perspective时,经过该方法计算得出的坐标会永远是camera的坐标。 (Obj. Transforms position from screen space into world space. z = First, probably position 0 and 1 are maybe mixed up? Second, cam. I trying to use Camera. using UnityEngine; public class ExampleClass : MonoBehaviour { private Camera cam; void So I'm making a platformer with shooting mechanics, and part of the game is that you fire around yourself and aim with your mouse. when the mouse is in center of the screen both recticles line up. Code: I set the mouse position to object I'm trying to get the mouses world position when the camera position changes and the camera orthographic size changes as well. But it is not happening so and in fact weird thing happens. mousePosition); Where pCamera is the reference to the Camera component in the MainCamera object. Got my own stuff going on, too. The mouse position in the 2D screen corresponds to a line in the 3D world passing through the camera center and the mouse pointer, thus you must somehow select which point in this line you're interested in - that's why you must pass the distance from the camera Hello everyone, im trying to make a simple farming game in 2D. Collections; using System. Because of the perspective, your screentoworld returns coordinates that do It’s probably your mouseDepthZ value. Display these on the game window. This code works fine in Unity 2022. z is always 0, what you're getting is the camera position. Here’s my code: using System. z, One possible reason is that you may be reading in the mousePosition property of the Input class incorrectly. If you just I was asking what is not particularly working about your current implementation. Now for reference, (0,0, 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. position”. Here is an image that shows the result: The red dot is the returned position, while the Hello, I’m trying to make sure I have the Z position in number in a 3D environment. However, the position returned is completely incorrect. It is a bit disappointing tho since no matter where I click, “camPos2MousePos” == “camera. position); public class LabelsTest : MonoBehaviour { [SerializeField] private Text nameLabel; // Update is called once per frame void Update() { Vector3 cameraPos = Camera. I have tried to use a Vector3 instead but it did not work too. ScreenToWorldPoint requires as a parameter a Vector3, but you just entered a Vector2 I want to create the game but i want to do shooting mechanice and always when I use it this don’t work. It only works if the camera is at 90 degrees looking down at the object. Here’s my touch screen code. main, was what I needed to call. You need to project it into the world, as you are trying to do with the raycast, but ‘ray’ is also not setup! I think the exact code you need is here: Unity - Scripting API: Input. Screenspace is defined in pixels. mousePosition Well, I’m not going to be able to make the game for you. Generic; using UnityEngine; public class test : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { Debug. Since Input. There are Hello, I want to be able to move ui sprites in my scene OnMouseDrag gets called but does not move sprite, pls help I attached this script to my ui sprite and added a want to make a game where there is a 2D ball which moves to the position of the cursor. My camera is in Perspective mode. Here is my code: void Update () { //get positon of You are not using Lerp correctly. mousePosition); I have a gameobject that follows the mouse after it is bought and when you click the mouse it places. This is not what I want. ScreenToWorldPoint(), but its returning coordinates Hi Mixi777, It looks like you are only working with the positioning vectors instead of directional vectors. WorldToScreenPoint(transform. MonoOrStereoscopicEye. Generally it is cheaper using sqrMagnitude instead of Vector2. using UnityEngine; public class ExampleClass : MonoBehaviour { private Camera cam; void Start() { cam = Camera. position = cameraPos; nameLabel. Aim: change touch coordinates from pixels (screen left-bottom corner x0) to game coordinates in a 3D environment, although I don't First, there's actually no reason to use ScreenToWorldPoint at all in this instance. I have created a object and it is attached to a spring joint 2D and then I have created a script on it so it follows the mouse position. While the conversion works for the gamepad, it the player cannot aim based with the mouse. Right now the code looks like the following: if First off, try setting the mouse position's z to a positive value. To fix this, you need to add a depth value If I remember correctly, for ScreenToWorldPoint you need to provide a Z value. ” Input. I’m trying to get my player character to always face the mouse wherever it may be while on screen. mousePosition. Your current code uses Camera. however when the mouse is to the far left or right they are misalligned. mousePosition; recticle. From reading my code you will see that I am making use of Debug. I have used several Why are you trying to get the mouse position in World Space in the same plane as the Camera anyways? Orthographic returns just fine. mousePosition); constantly updates the mouse position to a Ray. It's an orthographic camera, or the default for a unity2D project. Instead, specify the You are Instantiating using the Script’s transform position, and that’s going to be the parent’s position, always, so try changing that, to the mouse world position: What exactly do you want to do with that mouse position? In a 3d scene you usually want to do a Raycast to actually find the world space position under the cursor. When I click on a tile and I check the debug. You have to provide appropriate values; using transform. If your mouse is over another object, hit will be true. If that is not possible, I can still use the coordinates in three separate feedbacks, one for each axis. 11f1, Without using Raycast is still possible, however, if your camera is in perspective, you should remember that now the mousePosition conversion should also include z, as the Hi all, I am at a loss as to how to fix this problem. position), I get (0, 0, -10). If I use a new Vector3(Input. Code: I set the mouse position to object location when the button is pressed. I figured I could get I'm currently working on a basic card game in Unity and I'm having a fair bit of trouble working out how to perform a drag on my cards. All my functions and logic works only on the first screen, and since I’m Your current screenToWorldPoint conversion will only work with orthographic camera. ScreenToWorldPoint doesn’t work right. how can I correct this? Vector3 mousePos = Input. position = mousePos; mousePos. For Perspective you're working against the Description. You can read this link right here and be enlightened, but here's the I am trying to make a mouse trail. The z If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your Since everything you're doing is meant to be relative to the screen and not the world, you can totally ditch it and either compare the mouse position to the screen width ( mouseX < A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). ScreenToWorldPoint in the game I´m currently working on. When it is perspective and I try Hi, I wanted my mouse cursor to snap to a location of an object when a left mouse button is pressed. Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. In any case you just need to ensure I am allowing the user to navigate between buttons using the keyboard. And as for the reason I am using camera position is that I Hey guys, I’m really having trouble with finding out on which display my mouse cursor is/click. I managed to get the X and Y position through the code below: But, the Z position does not work in this method. As I mentioned above, could aX Problem Solved, i changed Vector3 p = camera. I don’t know what to do I was serching all internet and i don’t get any Please read Colliders -> Collision Action Matrix. However, the drawing completely breaks when setting the camera to perspective. z coordinate properly before handing it Camera. It´s supposed to get the mouse position as a Vector3 so the game object can follow the mouse. z>0; } } Pay close attention to this: “The z position is in world units from the camera. point; objpos is not an object position. This is a great opportunity to learn how to debug. enabled = cameraPos. So I first got mouse position which is on // Convert the 2D position of the mouse into a // 3D position. Its z-axis works as I expected but x and y are still the same as camera position's. Then I continuously track the cursor location and set object position to the location. ToString()); The whole issue is the if statement locking out the mouse position for most cases. Since you never calculate this and leave it at zero the world point you’re trying to get is 0 distance from the camera, which will give you the In addition to this answer about you never re-assigning distance:. Edit: So this is not actually related to tilemap, but to how camera / screen space to world space conversions work in Unity. Unity 鼠标坐标转换为世界坐标踩坑笔记 原因:查找有关资料后发现Camera. Camera>(); var pos = camc. Since everything you're doing is meant to be relative to the screen and not the world, you can totally So, im migrating my project to the new input system and noticed mouse position wouldnt work the same in the build as it is in the editor, quite simply. mousePosition), which does not include the proper depth information. mousePosition); UnityEngine. // Convert the 2D position of the mouse into a // 3D position. Hello there, I have a problem that has been completely stumping me for days at this point. transform. So the object moves with the cursor. As I recall it's to do with the near clipping plane (in the Camera settings). Hello! I have a problem with Camera. Mono. But somethings not working. Problem: After clicking the To get the position of the mouse, i use this code: Vector3 mousePos = pCamera. position); nameLabel. Camera. This represents a distance to a plane, on which you want to get your resulting position. y, 0) as parameter for the screenToWorldPoint function, the log updates but the coordonates are not \$\begingroup\$ A raycast is the correct solution when you want to find where a line from your eye through the mouse meets the terrain / other object in the game world. I am trying to convert my mouse position to a 3d game position - eg - if my mouse is over the coordinates (5,5,5) then I will receive a vector3 of (5,5,5). I am trying to draw lines with the Line Renderer with the mouse, now this works for an orthographic camera but for my game I need the camera to be perspective. z is always 0, Hi, I wanted my mouse cursor to snap to a location of an object when a left mouse button is pressed. x, Input. All I want it to do is face where the mouse is on screen. To get the position of the cursor, I use this code: Vector2 PixelPos = Hello, this is my first post. y for the z distance doesn’t make much sense. nearClipPane from the vector doesn’t make a difference. z = 20; Vector3 Since Input. drawray the ray goes a different direction then im pointing with my mouse. displays class. recticle is the red target recticle, and recticle2 is the green one. Then if updates the target position. main. Debug. How do i fix this because it almost always says (when im clicking on the left side of my player, on the right side it’s almost always working) that the tile is to far I’m making a really simple 2D game in Unity 2018. 0) var camc = go. In seriousness, though, do you know what the code is doing? Us helping you get what you want to happen without you knowing why it’s working (or, indeed, not working) isn’t going to help you. I can work out what you’re trying to do from the thread title. That's why it worked before, and I think it started when i've reseted my cam and that unity made it a perspective. ScreenToWorldPoint(Input. I have the camera rotated a little to 45 degrees and when trying to place the object the mouse moves up on the screen and the object doesn’t move where the mouse is. main; } Recently I’ve converted my project to the new input system to be able to use mouse and keyboard, and controllers, allowing for multiple players. It used to work perfectly On a side note, you can optimize your script here a little bit by caching the reference to the main camera, because Camera. If the road is there, move it to the mouse position. Distance (= magnitude) as it additionally Hey I am facing some problems with ScreenToWorldPoint casting, if you could help me. I’ve used Pointer (Position) and Pointer (Delta), and tried varying it Ok, great I got it working, thank you. Log(Input. { Vector2 current = Why are you using a perspective camera for a 2d game? You need to use an orthographic camera for that. The only time the values of the vector3 are changing is when the main camera moves, so the I have this code. Removing cameraObject. I don´t get any errors, but when I move the mouse nothing happens. This is a pinch to zoom function, basically I’m getting the midpoint between the 2 touch points, transforming it to a world position, then pointing the camera at it. position. And I guess you are using Perspective Camera, as IIRC you will get that 0,1,0 value when using screenToWorldPoint with perspective camera. ScreenToWorldPoint(m); Edit: Some further background, other mouse clicks and mouse related things appear to work correctly. Thanks for your reply ! SO after tested your solution, tbh my problem was not solved but I've found the solution, the script didn't work because my camera projection was set to perspective and not orthographic. What you have to do is find the point you click and the point your transform Need help understanding ScreentoWorldPoint. position with it. The code is somewhat working. Hy, as the title says it doesn't work on android build (on windows dev works fine), this is the code: void Update() { Vector2 mousePosition = Camera. To get that to work, I have to move the mouse over the desired button so the EventSystem highlights it. When I click on object it appears at centre of the screen. Vector3 mouspos = new Vector3 (Input. Collections. At least one of your objects needs to have a Rigidbody2D component; both need to have a 2D collider. Is there a way to get the mouse position when the mouse is on display 2,3 etc or is there an option to find out on which monitor the mouse is so I can check it with the Display. Regardless of what I do when the mouse is clicked force will be added to my player object so I see now what is wrong now I changed point = Camera. myTransform. Log(pos. Solution: IN my case I was able to set it per the accepted answer, I then had to modify position not localPosition and also had to zero out the z-value of the world point. ScreenToWorldPoint does not work properly, my GO position is (136f, 41f, 0f), but mouse input returns: (-117f, 46f, -0. Ray ray = Camera. Seems like i’ve tried everything. Try to ScreenToWorldPoint receives a Vector3 argument where x and y are the screen coordinates, and z is the distance from the camera. Unsure. 1. – I’m having trouble getting my mouse to look at where the cursor is pointing, even though the same function works fine for touch points when using to zoom in to where I’m pointing. Set it to a value greater than that and it The position is 0,0,-15, scale is 1 and rotation is 0. ScreenToWorldPoint(m); to Vector3 p = camera. position = hit. void Update () { ScreenToWorldPoint does work correctly. I apologize if it is in the wrong section or if the question has already been answered (I checked). When you move your mouse, the gameobject with trail renderer will move along with your mouse. World space coordinates Description. both need to be non Converting the position of the mouse on the screen into world space is relatively straightforward. The idea is that when you click the left mouse button (Fire1 in my case), be saved in the variable positions X, Y and Z related to the mouse click.