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Convert screenspace coordinates (top-left origin) to worldspace coordinates. Read before you react!
OK, I give up.
I'm trying to convert a screenspace coordinate to worldspace coordinate and I was able to perform some transformations using
Camera.ViewportToWorldPoint Camera.ScreenToWorldPoint
They transform, but incorrectly. Is there anything else I should consider before using these methods?
This guy seems to have the same problem too: http://answers.unity3d.com/questions/26040/converting-from-screen-to-world-space-it-seems-bro.html
Thanks in advance.
Answer by Bunny83 · May 18, 2012 at 09:25 AM
They work as they should. Where do you use the world position? The other question you've linked has a different problem i guess. He's using the GL class without setting a projection / modelview matrix so his coordinate system is something from the last rendered object.
Just read the docs on
GL.LoadOrtho sets up a ortographic projection so you can use directly viewport coordinates
GL.LoadProjectionMatrix sets the given matrix as projection matrix
GL.modelview sets the modelview matrix
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