Mouse position is offset from where it should be based on actual mouse position from origin.
I am creating a game which will rely heavily on UI elements almost exclusively, and I have noticed that for some reason the mouse position as read by unity seems to be acting... strange. When I hover over or click on UI elements such as buttons, everything works fine, but anything I have following the cursor seems to be offset from where it should be, and not just offset, but offset by changing amounts depending on where it is on the screen. To make matters stranger, the offset varies based on the screen resolution and size. After further testing I have noticed that all of the elements having problems use the Input.mousePosition to set the transform of the GameObject.
Answer by jonathanskidmore1 · Jun 13, 2019 at 08:54 PM
https://docs.unity3d.com/ScriptReference/Camera.ScreenToWorldPoint.html This fixed my problem, it should really be way easier to find than it was.
Yes, screen space and world space are very different things.