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Question by JasonBricco · Feb 18, 2014 at 06:03 AM · editorcoordinatesconverting

Problem Converting GUI to World Coords in Editor

Hi everyone,

I'm making a type of board game that I wish to design myself in the editor (there are many types of boards). I'm trying to write a level editor to make this easier.

What I want is to be able to select a type of tile from a list and then click in the scene view to make it appear where I clicked (while snapping into a grid).

I have been able to make it put a tile when I click, however it's putting the tile at an offset (30-40 pixels above where I click). And I can't seem to figure out why.

My code looks like this (didn't get the grid part in yet):

 if (Event.current.type == EventType.MouseUp)
 {
     // load the correct prefab and create an instance of it
     GameObject space = Resources.LoadAssetAtPath(pathString, typeof(GameObject)) as GameObject;
     GameObject spaceInstance = PrefabUtility.InstantiatePrefab(space) as GameObject;
     spaceInstance.name = current;
 
     // set its position to where we click
     Vector2 mousePos = Event.current.mousePosition;
     mousePos.y = Screen.height - mousePos.y;
 
     Vector3 position = Camera.current.ScreenToWorldPoint(mousePos);
     position.z = 0;
     spaceInstance.transform.position = position;
 
     EditorUtility.SetDirty(spaceInstance);
 }

I'm currently working around it simply by subtracting an additional 35 from mousePos.y, but there has to be a better fix than that.

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Answer by Phles · Feb 18, 2014 at 06:32 AM

In the editor I have found Screen.height is often inaccurate, where you have...

mousePos.y = Screen.height - mousePos.y;

Try this instead:

mousePos.y = Camera.current.pixelHeight - mousePos.y;

The camera pixelHeight property should be the real height of the scene view.

Hope this helps

Phill

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Answer by Bunny83 · Feb 18, 2014 at 06:41 AM

You should use the Handles and HandleUtility class for anything related to the SceneView. The problem is that Screen.height returns the windows device context height which includes the tab-bar and the header bar.

SceneViewViewport

The green area is the GUI area while the red one is the actual screen buffer. btw: the green one is enclosed by the red area.

The Handles class also let you draw cameras, handles, gui and other things in your own editor window. Just play around a bit. The documentation is your friend. Just switch to "editor classes" and browse the classes ;)

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