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- ScreenToWorldPoint with perspective cameras - Stack Overflow
ScreenToWorldPoint receives a Vector3 argument where x and y are the screen coordinates, and z is the distance from the camera Since Input mousePosition z is always 0, what you're getting is the camera position
- unity - Why is ScreenToWorldPoint always giving same coordinates with . . .
Whenever I use ScreenToWorldPoint(Input mousePosition) and display the output in console this always gives me the same coordinates MyCode: Vector3 screenToWorld; void Update() { screenToWorld = Camera main ScreenToWorldPoint(Input mousePosition); Debug Log(screenToWorld); }
- unity - ScreenToWorldPoint and ViewportToWorldPoint - Game Development . . .
I'm currently following tutorials on Youtube to learn howto use Unity My code runs perfectly as per the tutorial, but i just have some questions regarding the code, with regards to screenToWorldPoint viewportToWorldPoint The purpose of the code is for a 2D platformer, where the character's arms will rotate and face where the mouse cursor is
- Unity - Camera ScreenToWorldPoint returning odd values
In particular, the z position of the screen position parameter that's passed to this method should be defined as world units from the camera See the Unity documentation on Camera ScreenToWorldPoint Instead of Camera main ScreenToWorldPoint(Input mousePosition), I think this is the correct way to call Camera ScreenToWorldPoint:
- Whats the difference between ScreenToWorldPoint and . . .
ScreenToWorldPoint Gives you a world position (the return value) that is along a ray shot through the near plane of the camera (the Camera whose method is being called) at some given point (the x and y components of the position parameter) and a given distance from that near plane (the z component of the position parameter)
- unity - Sprite Pixels, and ScreenToWorldPoint - Game Development Stack . . .
Vector2 worldBoundary = Camera main ScreenToWorldPoint(new Vector2(Screen width - 20 0f, Screen height 2)); Update: The Camera settings is in Orthographic, and the sprite pixelsPerUnit is 100 The Orthographic height is 10 0, and the Orthographic size is 5
- c# - Unity ScreenToWorldPoint function always returns the camera . . .
Vector2 screenPosition = Input touches[0] position; Vector3 touchPosition = Camera main ScreenToWorldPoint(new Vector3 (screenPosition x, screenPosition y, Camera main nearClipPlane)); (You will want to change the touchPosition to Vector3 since it's in worldSpace) This will place the Input on the Camera's near clip plane
- unityscript - Game Development Stack Exchange
ScreenToWorldPoint: Transforms 'position' from screen space into world space \$\endgroup\$ – Hellium
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