Unity screenpointtoray mouse position mousePosition); Thanks This one doesn't work. main property. I’ve been working on a simple game and I’m having problems with getting the mouse position using ScreenPointToRay. ScreenPointToRay (Input. I redeveloped my game a bit. Unity has built in functions for casting a ray into the scene based on a screen point. On mobile device, ray is creating, but its direction IS NOT in touch position. For some reason my code will launch a projectile but only in one direction (and not where the mouse is pointed). I am then using ScreenPointToRay to ray cast over the I have this script that moves a target object to the position on the field, where the mouse is pointing. Add this class to a gameobject, assign a prefab, hit play and (if you got an orthographic camera setup) you should be able to instantiate that prefab on the I’m trying to raycast in scene view based mouse position. Hello, I am confused as to why my game cursor follow script does not seem to perform differently based on the character’s position. position; Vector3 end = ray. You need to add z value. ive tried: var mousePo = camera. What I want is to have a ray shot directly from the point of When using screenPointToRay to get the position of the users mouse (like in the code below), how can you only get the position of only one of the cursor’s axes(so I could only get the x position regardless of the y position)? var ray : Ray = Camera. Lerp(transform. y, 0))); Origin: (-569. If line 13 is this one Ray ray = Camera. I’m slapping together a diabloesuqe clone. When using ScreenToWorldPoint() passing Input. Do you have any idea: why? Earlier it worked fine. Hi, I need help. RaycastAll(Camera. main If you need a ray from mouseposition camera has . point ); That code looks correct. The output ray in my understanding from ScreenPointToRay is incorrect. My 1. All the parameters that have a = something are optional so you don't need to put something there if not required for your purpose. It seems that Camera. ScreenToWorldPoint(pos); Hi! So I have the ScreenPointToRay working for perspective cameras, but how would I use it for orthographic cameras? My code currently: Ray ray = Camera. I’ve isolated the cause and have a workaround. I have tested everything with logs, screen position, rays etc. ScreenPointToRay to generate the first 4 verticies of the box, and use the directions of the ray to determine the last 4 points of the box. My questions are: 1 - I can’t find out how to solve it. First Monobehaviour. position;//gets player position mousePos = Input. What you have to do is find the point you click and the point your transform is at. Here’s exactly what I want to do: Press a button on the inspector of a script to start Raycasting. I try using a Raycast, but it sends the object to the center of the terrain, instead of the exact position the ray is hitting. Install Unity 2. 产生的光线位于世界空间中,从摄像机的近平面开始,并通过屏幕上 位置的 (x,y) 像素坐标(忽略 position. ScreenPointToRay(mousePo); Debug. scene 4. Open the attached project 3. I am using the code below and able to hit blocks, but I need Thats not how it works. mousePosition); Vector3 pos = ray. Ray ray = camera. I suggest that Plane plane = new Plane(Vector3. Before all: The Drag and Move solution itself (with the old input system) comes from this youtube tutorial: Thank you Game Dev Guide for the solution! hey, a question, I have tried getting my mouse coordinates on a plane, and telling my player to get there. Everything is ok, but when I run this part of code: var ray : Ray = Camera. You need to convert those pixels to the world units using Camera. How do I do this? If you remove Camera. The use of ‘Camera. For some reason The box’s vertexes are inaccurate in when compared to Also the ray doesn’t point precisely to the mouse position unless it is directly infront. e I am using UnityEditor. (Box group selection) I use the Command camera. main’ depends on the camera having the tag ‘MainCamera’. position); Ray ray = Camera. Raycast()) on a 2D colliders does not work. Its a good thing I'd had some code laying around from a thing I did about a year ago. (Camera. mousePosition); In debug console appears error: “NullReferenceException”. DrawRay(Camera. If this is true it is not what I want. mousePosition always gives me 0/0/0 - anyone has any idea why this doesn’t work in So in 4. Here’s what i have: using UnityEngine; public Please report a bug on this so we get it tested (and fixed if necessary). I've tryed everything, including settings of cinemachine. mousePosition, the Ray will follow the mouse’s position just fine, except that it won’t be in world position (zoom out to see it). MousePosition) to get your mouse position in world Learn how to get the mouse position in Unity in this easy to follow video tutorial. nearClipPlane) ); Vector3 camPos = Create an XY plane at the sprite's position: Plane spritePlane = new Plane(Vector3. position, target. 2f1 and trying to do a top down shooter. mousePosition by 1. Hope it helps When using screenPointToRay to get the position of the users mouse (like in the code below), how can you only get the position of only one of the cursor's axes(so I could only get the x position regardless of the y posit This is what your looking for, this is the best way ive found from searching and seeing it in tutorials hope this helps. GetAxis() and Camera. Probably then you want the the issue is that the reticule is lagging behind the mouse cursor, and catches up when I stop moving the mouse. ScreenPointToRay(new Vector3(e. But with WASD controls, but with mouse used for aiming. mousePosition); What can I use to replace mouse position? Or what other method should I try? My current code and system is like this: VR SDK : GoogleVRForUnity_1. The mouse is centered in the screen. 1 Unity : Unity I am trying to detect the position of the mouse and create a ray. ReadValue()); code in your Debug. Something like. main is returned by Unity when Unity looks for, and finds, a Camera in your scene that's tagged "MainCamera". Raycast” in an orthographic view game but it doesn’t detect the “position” of the mouse. mousePosition). The X and Y components determine the screen position and the Z component is ignored. The linerenderer works as it should. So I get mouse’s position but for some reason whenever I move it into certain side it starts to move towards the camera. 6, 7. Generic; using UnityEngine; public class LookAtMouse : MonoBehaviour { void Update { var ray = Camera. ScreenToWorldPoint(mouspos); Instantiate (obj, mouspos, Quaternion. ScreenPointToRay: Ray cursorRay = cam. GetAxis("Mouse X"); float mouseY = Input. Not what I want. At first I didn’t know what was happening, but then I made an upgrade menu which uses real gameobjects as buttons, where the mouse isn’t locked in the center of the screen and can be seen, and I I'm making a game using Unity and I have a little issue, I need to know the mouse position in world space, for that I try to set a GameObject at the mouse position using this code : Vector3 p = Input. Someone know a way to make it works? the Player Object have a box collider and it’s on . Default Unity setup, looking down the Z axis. If I click a position on the image I want the camera to smoothly pan (X,Y) so that the clicked point on the image is centered on screen. 0a19. If you want to Raycast(), then an alternate solution is to put a 3D collider on an empty child game object and size the collider as appropriate to your sprite. This code works for the first level of the game, but when the main camera changes I’m working on a game with a camera that is looking down onto the scene and I am trying to get projectiles (such as rockets and bullets) to launch towards the position of the mouse whenever the mouse button is clicked. direction); Option 1 is Ray ray = Camera. Or, decide that you actually don't want the mouse cursor position, but instead the position of whatever object is right under the mouse (and then raycast from mouse in to the level to figure that out. e. OnMouse* functions do work, so you can put a script directly on the object. From here, I send it to the function below to determine how to rotate the player. Would you help me out please ? (to make it short when the object follows the mouse/touch the collision don’t work) Hi, i’m trying to use “Physics. My script compiles without error, using UnityEngine; using System. Description. My google-fu has let me down. Hi I’m looking at the SmoothLookAt script and wondering if it can be adapted to use position rather than rotation. I am currently contributing to a 3D top-down game by working on movement and look rotation. In the center of my plane, mouse pointer and cube position match perfectly, moving the mouse along the x-Axis also works fine, but up or down For example the Lens Distorion volume, hen set to high disortion values, it makes ScreenPointToRay useless it would be cool if one could get the Input. position); Create a ray from the cursor's position using Camera. 2), Dir: (-0. z, Input. The according line from the docs will probably be what you need (maybe the direction is not the right one). width / Unity Discussions Raycasting from center of screen instead of mouse location. I pretty much want to mimic the unity’s behavior when you click some where it selects that objects except I wish to get all the objects through that ray. The script was working until I moved my character along the X // Take mouse position mouse = Input. But what if i want to get world position of my click-point, which is layed on XY world plane? My camera can be in any position (X,Y and Z can be changed), but always looking perpendicular to XY world plane. Does anything speak against a simple Physics. lastActiveSceneView. ) So far, I have Happens to me because I’ve done erratic camera movement. Thanks hi im trying to get a Vector3 of the mouse cursors position on the terrain, and then place an object there. I get mouse position with: Input. Open ScreenPointToRay. Raycast with ScreenToRay and then Lerping the selectors position. Vector3 mousePos = Input. transform. Everything works great, besides the position of the cube is not that accurate. Player can interact with the item he’s pointing at with the mouse (both in world, and in UI). 0f; // I know that I can use Event. mousePosition); The explained behavior occurs with the second version. Maybe someone had this issue I’m setting up a “waypoint” system where I click where I want an object to move but when I use: private Camera cam; Vector3 point = new Vector3(); Vector3 mousePos = new Vector3(); public Transform particle; void Start() { cam = Camera. When I do this, I want it to return a Vector3 of where I clicked. In which direction Hi all, I’ve been tinkering with the Tanks! tutorial file and have been trying to make the tanks use the mouse to aim, firing and facing in the direction of the cursor, I’ve managed to do this using the code below but the result isn’t Hello, I’m trying to do an RTS style building placement where the blueprint of an object follows the mouse while dragging along the ground. After add a impulse to this rigidbody, it goes “to infinity and beyond” and this bugs camera’s ScreenPointToRay methods. 2. deltaTime * smooth); I’m having a problem I have no idea why it’s happening. The problem is that the camera angle is tilted down, so when the target object moves away from the camera, it changes it’s I’m using 2020. ScreenPointToRay there Update: I have just noticed that when I press the grey wall in the top right, the cube will go into the top right corner. CallbackContext You can’t use the raw mouse position as the origin for your ray, it’s a 2D coordinate on the screen, not a 3D point in the world. // Note that the y position I’m trying to make a top-down in 3d and want my character to rotate towards the mouse position but it only works right when the game starts (the character rotates to wherever my mouse is at the beginning) and then no matter where I move it the character just stays still private void Update() { Vector3 mousePos = The raycast coming from the gameobject and going to the hit point is not going to the position of the mouse. The code I’m using is below. var hit : RaycastHit; if (Physics. This should work. 3. mousePosition. ScreenPointToRay: Ray ray = Camera. Is there a way to track the mouse in the Editor? Specifically, I'm trying to detect a mouse hit on an object in the scene, while in the Editor and I need the mouse position to This only creates a Ray directly down from the camera (Top-Down display), but never at the mouse’s position. var ray = Camera. mousePosition and apply some kind of formula to it to mimic the pixel distortion roduced by the volume effect. When I use: Vector3 point = Camera. Move a camera along a ray: Cast a ray to a screen position, for example the You can make your object follow your mouse without depending on a Z coordinate, and you could also have your object be aligned to another object (such as a ground), if the mouse is over that object. You will most like need only the start and the direction. mousePosition I always get same value even when mouse is moved. GetPoint(10000f); // OR // Vector3 end = Oof, getting an accurate ray from the mouse in the scene view is annoyingly difficult, because the raw mouse position (Event. The mouse position must be flipped into ScreenSpace because we only have access to the ScreenPointToRay-function, which is similar to the GUIPointToWorldRay, except it takes use of screenspace: mousePos. ) "Sorry I will write questions better next time" - edit this question to be a better one. I am using Unity’s newer input system to grab the mouse position as Vector2 with a pass through action type. The problem is: 1 - Once the player has the ball ( “carrying the ball” problem already solved ), when the player clicks on a point of the screen, the ball ( which is a rigidbody ) has to be kicked to this point. That means it gives the number of meters east, up, and north, measured from the I am experimenting with raycast with ECS 0. mousePosition); // Construct a ray from the current mouse coordinates. This problem is likely because you’ve changed the tag on your camera. But then you still have the problem of the direction. mousePosition are null. Any ideas? Here’s our code: var ray : Ray = Either you assume the mouse really is at the screen (so, camera's near clip plane), or you need to choose a depth yourself. The cube’s position is not as the click’s position and seems Just switched back to my original method and the debug log is telling me the click position is the same every time, this is getting wierd :) Here's the output of Debug. Collections; using System. var ray = Camera. DrawLine (hit. x, Camera. main. Note this code assumes that the Raycast() cannot fail. . DrawTexture (perhaps with an offset to get the position in the middle of the Hi Mixi777, It looks like you are only working with the positioning vectors instead of directional vectors. x; y=castPoint. mousePosition); then, it gives me the Vector3 of the center of the plane. I'm also not really sure what the point of the second raycast is, float mouseX = Input. · Issue #800 · googlevr/gvr-unity-sdk · GitHub. Raycast using How can I find the World-Space coordinate from a raycast with a set distance, without hitting a collider? Or : is there a proper way of finding a world space coordinate from a 2D input and a set distance from the camera? Hello, New to Unity, not to programming though. direction * 10, Hello, I want to share my solution for an easy Mouse Drag and Move. I was told the ideal way to transform a Vector3 is to use this: transform. 25f. 200. z = 0; // cast a ray from the mouse You can get your mouse position in the screen using this and update your sprite position using this vector. When using ScreenPointToRay on a VR camera the ray’s direction is way off. ScreenPointToRay(Input. ScreenToWorldPoint (Vector3 (Input. 5D game where you can click anywhere on the screen and it will propel your character in that direction and your aim is to not hit the red box. mousePosition;//gets mouse postion mousePos = camera. ScreenToWorldPoint(). I’m trying to see if the mouse position on a surface can be known. ScreenToWorldPoint was returning the center of the screen area of the Camera and to it work right. I’m not sure why this is occurring, it only happens in the top right, not the top left etc. y; Then we can create the ray: Hey, i’m trying to change the position of an object by making it equal the the mouse/touch position but the probleme is it ignores any collision. I need a reasonably simple way to find out where my Hey, I am trying to get my player to follow the mouse on the x axis but when I move my mouse on screen the player is always to the right of where my mouse is. I basically have an image in 2D which is zoomed in and perpendicular to the camera. up, 0f); Vector3 lookPoint; Ray CursorRay; // Update is called once per frame void Update() { CursorRay = playerCamera. Trying to just move an object along the X axis using the mouse screen position. mousePosition); Find where that ray intersects the plane and put the sprite there: Hey Unity, I’ve been implementing mouse interaction into a grid-based game. public RaycastHit findMouseOverPoint() { Ray ray Here are a lot of good methods in Camera, which can be used to translate mouse click position into world coordinates. In the picture the red marker is where the mouse in during gameplay. Here’s OS : Linux (Fedora 29) Unity’s version : 2018. z)。 屏幕空间以像素定义。 Environment: Unity 5. Move the mouse to the very tip of the upper corner of the ground plane and observe the ball as it follows the mouse. But i get this error: NullReferenceException UnityEngine. position ? Not the cube position? Thank you. I have a 3rd party asset handling the aiming. mousePosition); RaycastHit hit; // Casts the ray and get the first game object hit Physics. It works just fine when the camera is in perspective, but an orthographic camera is getting the raycast way off. *White Square denotes mouse position (Wouldn’t show the mouse when print screening). S Eric is absolutely right. mousePosition); float dist; plane. Ray’ to ‘UnityEngine. Raycast(ray, out hit); Debug. main); Debug. pixelHeight - e. Returns a ray going Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company Hallo, I´m trying to instantiate a prefab at mouse position. So a attempt solution is to analyse the camera This question is a bit old, but I was looking for a a way to get a GameObject with a mouse click in unity 2D, and the Answer from Esa almost helped me, but I couldn't afford to make it to work, so with a bit of research I saw that Camera. x - objPos. The position of the click is determined by a raycast, rather like pointing a laser beam at the object to see where it hits (see the page Rays from the Camera for a full description of this technique). I thought if I could reach that surface, maybe I could even create an object on surface too. mousePosition); } Strangest thing, the object I want to move First you want to convert the position of the mouse on screen to a position in 3D world space. Log(hit. This is the workaround: float windowsScale = 1. currentDrawingSceneView. You have to convert the mouse position to the view position, this means the ScreenToWorldPoint should be provided to you by the camera you are using at that time, and since you already have the camera as cam: Vector3 pos = Input. x, mousePos. y, 0)); I have a gameobject that can be moved in a 3D space. A UI feature needs to show a tooltip when the mouse is over certain items. origin + (ray. In my situation, my camera was a child of a gameobject with a rigidbody with 0 mass, not only zero but that “infinity ZERO”. mousePosition); However, your question asks for a Raycast from the player to the point where the mouse was clicked. mousePosition; Vector3 worldPos = Camera. GetComponent<Camera>(); } How do you get the mouse position in world space in Unity? To calculate the mouse position in world space, use Camera. void Update { Vector3 mousePos = Camera. Does ray cast detects exact position in a Terrain? or does it I’m trying to change my code to fire a raycast from the center of the screen instead of the mouse position. It's not drawing a line from camera through position of cube. I am trying to create a It can work at Unity but it doesn't work at Android mobile phone. As i remember from my CG course, it’s a I personally used this C# code based on the code from Scott Kovacs: Ray ray = Camera. public Transform objectToMove; void Start () { Cursor. mousePosition); var selected : RaycastHit; if (Physics. Debug. If your mouse is over another object, hit will be true. Try Physics. I want to get the point, where my mouse is pointing in wold space. but if you are using a downward-pointing camera, as it sounds, you will probably need to swap y and z coordinates since “z” is the distance from the camera, i. Collections; public class InstantiatePrefabAtMouse : MonoBehaviour { public GameObject Hi, I am trying to build a grid based placing system using the Grid component and raycasting. Heres the script: function Update(){ var curzer = GameObject. However, I use 3D colliders since I am using the Character Controller component on my player. If this has been posted/reported before, I apologize. NOW things have changed since I’m switching to Physics 2D because it’s a 2D game. 2, Im trying to get the position of a raycast hit in xyz, so when I point the mouse at something and click, I get an xyz position in the debug log. ReadValue()) I Also possible: Camera. It seems to cast the ray from an orientation opposite to the starting orientation. y = SceneView. ScreenToWorldPoint (mousePos); mousePosX = mousePos. How do I raycast at the mouse position and then get coordinates that I can use to grow my terrain? I've tried the raw mouse position, which was only slightly inaccurate, and then I tried Input. I have the basics working, however the tile selection appears to sometimes have an offset (i. mousePosition; and I calculate the waypoints: private Waypoint 'mousePosition Vector2' is just fake code to communicate 1 thing: put the mouse position in there, and don't forget that its a Vector2. direction); You can replace pos. ScreenToWorldPoint( new Vector3(mousePos. It’s a property of the Input class so, to access it from a script, all you need to do is use Hi there, I am just wondering, and if I am wrong ok, please tell me so but I am getting the perception that any line of code that is as ray = camera. g. Currently I am using a combination of Physics. Come to find out old raycast don’t work on 2D colliders and i cannot for the life of me figure out how I’m going to get the position of an object that my In Unity, getting the mouse position on the screen is fairly straightforward. rotation = Quaternion. I’m looking to zoom my camera into the location of mouse in world space. So first we'll form that ray: var camera void Update() { if(gameCamera == null) { gameCamera = GameObject. mousePosition); at first but replaced it to. 0f); Hey I need help moving an object using the mouse. my main problem here is that Input. camera. mousePosition); does not work inside the editor. I’ve currently arrived at this: //Input Handler Script. You might try this: Debug. y,camera. forward, transform. Could you help me? This is the code: using UnityEngine; public class GridController : MonoBehaviour { [SerializeField] LayerMask layerMask; [SerializeField] Transform indicator; Learn about rays that point from the camera to a position in world space. mousePosition); RaycastHit You've forgotten about the ray you created earlier, and instead are passing the camera's position and the mouse position as a direction to the Raycast. current; ray = cam. inaccurate. Log(Input. current. DrawRay call to get an accurate gizmo. I want the player to press “E” if the player hovers the mouse over the character’s hand and clicks and drags the arm will move up and down following the mouse position. It’s looking down at this angle on the “field” where GameObjects are I’m trying to integrate Cinemachine into an existing project, and I hit a snag when trying to Raycast from a screen point. y; // And make a direction movement=new Vector2(x,y); rb. mousePosition; castPoint = Camera. As far as I know, there is no built-in way to calculate the angle based off a point and the mouse’s position. 6 VR is active and rendering to the HMD My goal is to raycast from the mouse into the scene, with a VR camera. mousePosition to get the mouse position, but the problem is it only returns a Vector2, and I need a Vector3 to cast a ray. The values I’m seeing are essentially this: Mouse: The 2D version returns the value so you write RaycastHit2D hit = Physics2D. GetAxis("Mouse Y";) But I don’t see how this would help find the rotation, since the values are reset to 0 if the mouse doesn’t move. Then if updates the target position. Here’s an image when my cursor was in the center: When using ViewportPointToRay the ray’s direction is much better but still not perfect. Im trying to make an object snap to the mouse’s position and always stay attached to the mouse. AddForce(movement*speed,ForceMode2D. public void OnRotationInput(InputAction. z = 0, position. mouse I have a 3rd person character aiming at the mouse cursor in 3D space (NOT a top-down shooter). main; } void OnGUI() { Event currentEvent = Event. mousePosition); I have a visual Element that I’m trying to get the correct screen space position for. Force); But nothing happen In 2D game* For a while now I have been working on a game of mine and from the beginning I have had problems with the rays and raycasting. ScreenPointToRay function is usually used with the mouse position, but you can pass any Vector3. ScreenPointToRay(), like so: hits = Physics. Raycast(ray Hi all, this is my first question for the community. Resulting ray is in world space, starting on the near plane of the camera and going through position's (x,y) pixel coordinates on the To get position for both mouse click and screen touch, setup your InputAction correctly like below: Just make sure the Action Type: Value and Control Type: Vector2. visible = false; } void Update () { Vector3 mouse = I have a Grid based game where I handle clicks on grid with mouse position and edit them based on mouse position flored to integer. I have done a test where I am doing a ray to the mouse position which is 100% accurate. Vector3 mouspos = new Vector3 (Input. mousePosition will give you the position of the mouse on screen (pixels). mousePosition); Of which is the source of problem. ScreenPointToRay(mouse); // Take coordinates for Vector x=castPoint. position. As you have found, 3D Raycasting (Physics. ScreenToWorldPoint and only put Input. x;//gets the You could basically just drop the raycast: Camera. You can however use the screen position to construct a ray from your camera using Camera. void OnGUI() { Event e = Event. You just need to pass the top and left coordinates you are using with the rectangle for GUI. So I can get the model to move to the position based on its own pivot point Ray ray = Camera. mousePosition; pos = Cam. You don't seem to understand: the better the question is, the more likely you are to get an answer (and the quicker that's likely to happen). mousePosition); float enter = 0. 2 I had Screencast working where i could cast a ray from my mouse out into the scene and get an objects position if i hit it. Since the GetComponent function is fairly slow to execute, the script stores I coded it so that the rotating object looks at the mouse even with or without a raycast hit. You can follow this link to learn how to drag a 3d object with the mouse or you can copy this code to move an object from the current position to the mouse position. I have a script that gets 4 rays based off of the Mouse down point and the mouse up point on the screen. I’ve tried several “positions” and none are correct unless the Scale Mode in the UI Panel Settings is Constant Pixel Size. ScreenPointToXXX() basically insructs that a ray be shot from the centerpoint of the camera out to the input position. ScreenToWorldPoint( Vector3(Input . mousePosition); constantly updates the mouse position to a Ray. position, Camera. point, debugrayend, Color. //the object to move public The whole issue is the if statement locking out the mouse position for most cases. 50. With the code below, the entity is followed at the intersection of the mouse position and the surface,it is working in play mode but nothing happens when Dear forum members, i’m trying to write a small script to place the selected object using getting the mouse coordinates, transforming it into a ray using the editor cam, casting a ray in the scene and placing it to the hitresult if existing. All my objects in game world are at z = 0. Also you should use the same Ray ray = cam. main . If I move the image to the Thats not how it works. 0f; Camera. Depending on where the model was clicked (basically, the hit. ScreenPointToRay(Screen. Cast a ray from a camera: Cast a ray and fetch information about what the ray hits. The catch is that this is that I’m effectively placing the terrain, there may or may not be something in that location, so collision detection isn’t really an option. I’ve done this before and it worked so I’m not sure whats wrong. If it detects a gameobject that has the “Tile” tag and that same gameobject has been clicked twice, it will delete it. ScreenToWorldPoint with Input. I see two possibilities : Use Camera. I’m using version 2022. What would you guys suggest putting in the commented area to get the positi… Hello! I trying to make only objects that has layer “Enemy” to be raycasted by the mouse to add targets to aim at. Unity Discussions Raycast not calculating correctly (doesn't go to mouse Debug. mousePosition, to get When using screenPointToRay to get the position of the users mouse (like in the code below), how can you only get the position of only one of the cursor's axes(so I could only Returns a ray going from camera through a screen point. This code up here gets a mouse position that is ridiculous. Log("This hit at " + hit. I have trying using ScreenPointToRay() but this was unsuccessful. That involves a raycast from the camera's perspective to find what's under your mouse cursor. I’ve found a bunch of examples and tutorials, but there seem to be some slight issue with trying to implement them for myself. mousePosition doesn’t return a variable so I can’t just use it to do a transform. I want it to be at the position I click. point of a RaycastHit), I want it to move along with the mouse. public Camera cam; public Transform obj; public float rotationSpeed; void Update() { Quaternion currentRotation = obj. 3f2 Hi all, I just tested a simple script attached to an object in a new scene but the result is totally off. I’m building an 3D RTS with an orthographic camera and I am currently working on the mouse drag selection function. So I’m trying to add force in the direction of the mouse when the player clicks but with what i have now, it’s just adding force in seemingly random directions. position, Time. FindGameObjectWithTag("MainCamera"). First method; You can use Camera. direction. pixelHeight - mousePos. position); Ray ray = Our game is 3D, and we’re trying to detect the player clicking a box collider with the mouse. That's normal, your mouse cursor is drawn by the graphics driver (with the help of WDM) as fast as the mouse data information comes over the wire, while your game only renders at a fixed framerate (or slower). identity); So basically what I want to do, is to use the I am building a 2D platformer (sort of). (See code and screenshot). ScreenPointToRay(). As for the ScreenPointToRay, I used. The first one returns errors when using the SideCamera view. ScreenPointToRay(e. mousePosition)) and returns a ray with origin in the camera and direction the point in screen. Raycast (ray)) . and help public Camera camera; public Transform obj; Vector2 objPos; Vector2 mousePos; float mousePosY, mousePosX; void Update { objPos = obj. mousePosition; Vector3 I am making a 2D procedurally generated game similar to Terraria or Starbound. Collections. However, I’ve noticed that the mousePos variable is always the same, and also that it is the exact same as my camera’s transform using UnityEngine; public class TileClick : I am trying to cast a circle at my mouse position to detect multiple objects at the same time but this code gives me errors(Can’t convert type ‘UnityEngine. z = 0 juste to have the position in the sceen if needed. Everything seams to work fine except from that all objects with a collider gets raycasted even if they dont have layer “Enemy” What have i done wrong? CODE namespace TurretDemo { public class TurretTester : MonoBehaviour { public TurretRotation[] I want to click on a 3D plane with my mouse. All the other languages I’ve used I can do this in 2 minutes. Log(Camera. If the road is there, move it to the mouse position. position); } I am traying to place an object based on the mouse position, before setting the object final position, I want the player to be able to move the object around the map to choose a location. I’ve attached a short I use this to make my sprite follow the mouse. mousePosition), 100. That's a position in the world. I HAD code to do this fromsomewhere, but I lost my project during a reformat, and my backups were older than I’d like. ScreenToWorldPoint(Input. i. My script here for setting the mouse cursor as the aim target “works” but there are a few problems: void FixedUpdate () { Plane playerPlane = new Plane(Vector3. you can do a raycast, using ScreenPointToRay. Raycast(ray, out dist); Vector3 pos = ray. The sprite default orientation is pointing upwards. x, Input. ScreenPointToRay() ScreenPointToRay() 是Unity中Camera类的一个方法,用于将屏幕上的一个点转换为一条射线。这条射线的起点是摄像机在屏幕上对应的点,方向是从摄像机出发指向那个点。这在进行射线命中检测时非 Hey I am facing some problems with ScreenToWorldPoint casting, if you could help me. You have a couple of choices. Raycast(). Camera. Anyone skilled in math knows how to apply the LensEffect to a screen mouse Hello guys, I have a road with waypoints and I want to spawn a car at nearest waypoint of mouse cursor. red); Debug. ScreenToWorldPoint Alternatively, you could use OnMouseOver() {} on some GameObject with a collider attached. Are you sure what you are trying to hit has a 3D collider and is within 100 units? This is the best way I’ve found so far to transform from mouse screen pixel point to world point, the key here is to add depth to the pixel coordinates and then remove that depth after transforming to world coordinates. I’m using a script from the projectile The only way to factor in the mouse position in world space is with ScreenToWorldPoint. mousePosition); Vector3 start = Camera. Result: Ball will be slightly intersecting the top of the mouse pointer by a few pixels. It also never changes that orientation even if the camera rotates in both the scene and game view and renders properly. Ray ray = Camera. ScreenPointToRay ScreenPointToRay(position: Vector3): Ray; Description Returns a ray going from camera through a screen point. Vector3’)! thanks for the help and suggestion to do it in a different way! void CheckCirclecast() { Vector2 worldPosition = Unity - Trying to move cube to mouse position - cube moves in wrong direction If you want to get a 3d point from your mouse position, you have an additional step. How can I stop this from happening? [SerializeField] private Vector3 I’m trying to Raycast in scene view based mouse position. mousePosition); Vector3 PositionToMoveTo = Simply because DrawLine function needs two positions in space, however, you are giving it a position and a direction. Raycast(ray, out hit2, 15f) instead. As I veer left or right of the origin it keeps getting significantly less accurate at point at the mouse to the point it will be nearly 10 degrees off. Basically I have a sidescroller, and I have a cube that I want to move to wherever you user clicks. That’s the only change, changing the Camera’s Projection from Perspective to Orthographic. yairk333 February 18, 2021, 2:17pm Hi, I would like to ask, how i can get the coordinates of my mouse over on object where i clicked. forward, mousePos - transform. main Or use a raycast to get the point on your ground for example using Camera. Hello, I have a top-down 2d TileMap without colliders and I am trying to detect a tile via mouse input. I’m building a soccer game. Once the player has the ball, he is able to kick it to the mouse coordinates. nearClipPlane)); var ray = camera. As has already been said, you need to create a ray from the Camera outwards where the mouse is clicked Ray mseRay = Camera. In example i have a cube and i clicked on one of its face, how i can get the transform. ScreenPointToRay (Vector3 position) this is my script: function Update { var h This script lets you choose the destination point on the NavMesh by clicking the mouse on the object’s surface. : But how do I make the character look at where the mouse is? This is the script I currently have, found it on another thread but didn’t work for me. the rest ist math, which you can find via your favourite search engine, by searching for ‘distance point to ray’ for example. So when my character clicks, I want to break a block and attempt to raycast from the character to wherever the mouse was clicked. mousePosition); then the only part of the code that could realistically be null is the Camera. ScreenPointToRay(Mouse. Find(“Cursor”); transform. using System. Enter play mode 5. Whether you're using the old input system or the new Input system, this g. 4, 208. Kinda like a cursor. ScreenPointToRay receives a point from the screen position (calling it like this Camera. Camera. In Windows 10, Display Settings: If you use the Recommended setting of 125% (which it was set to by default), you have to multiply Event. The problem I had was trying to store the mouse position since when I raycast it is a Vector3 (from what I understand). That wasn't working out but I did find code that does `` public class LookAtMouse : MonoBehaviour {public Camera playerCamera; Plane movementPlane = new Plane(Vector3. SceneView. screenTrans = Camera . point); //Instantiate Debug. y, Camera. Converting I have a world space canvas in my scene and what im trying to do is when you click on the screen for it to return the mouses location in regards to the canvas width and height so for example if i have a 512x512 canvas and i click in the bottom right of it it would return the value (512,512). public def ScreenPointToRay (position as Vector3) as Ray. This is Input. origin, ray. position = Vector3. I need to do two different things with detecting the mouse position. mousePosition) is relative to the entire Unity application window, not relative to the scene viewport. For some reason the Input. up, player. main could be returning null, if your scene doesn’t contain any cameras tagged as “MainCamera”. I am making a runtime terrain editor and my raycasts are broken. Also i would like to keep the object from moving on the z axis. GetPoint(dist); So pos is where you would move an object in world space so that it would be under the mouse position. y); mouspos = Camera. Derp 🙁 Currently, the camera is rotated at a 45 degree angle on the X axis, and is at (0,10,-5) for position. Only this function deals with where red ball looks. For some reason I can’t get the mouse position to properly convert to worldspace. any help means a lot #pragma strict var ball:GameObject; function Start () { } private var hits:RaycastHit[]; var hit:RaycastHit; private var ray:Ray; function Update () { var The Camera. rotation; Quaternion targetRotation; Ray ray = To do this I need to find a mapping of the Mouse Position in the global coordinate system; I try to do it in different ways, e. main or Input. it required to enter the difference Hi, I’m making a 2. As user moving through scene it selects (keeps record of) all But when I give a position of Cube as you see below. LookRotation(Vector3. Here’s exactly I would really appreciate some help with this!, i’m trying to have a game object foillow the mouse, but my ray function will not read the mouse and snaps to 0 0 and stays there. DrawRay (ray. I basically combined the answers from @GregoryFenn and @Cornelis-de-Jager. current; // Get the mouse position from Event. By the way it will be pretty much impossible to see your ray from the game view since it will just be an infinitely thin point from your camera’s perspective. ScreenPointToRay or Camera. i’m using this: public static Vector3 GetMousePositionOnPlane() { RaycastHit hit; Ray ray = Camera. I’m very new to raycasts so I am unsure what is wrong with my code. mousePosition); transform. Expected Result: Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to come.
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