Light Arount mouse Cursor
Hello Team
I'm wonder if you can point me into the right direction. Its the first time where I try outside a Course to do something simple from scratch, but stuck with following.
In my scene I would like that the cursor is the main light. Like in the movie below in the 29th second https://www.youtube.com/watch?v=TGcda7kPt3Q
So at the moment I've something below:
private Vector3 mousePosition = new Vector3(0, 0, 0); public GameObject Flashlight;
// Use this for initialization
void Start()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
// Update is called once per frame
void Update()
{
moveFlashlight();
}
void moveFlashlight()
{
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 mousePosition2 = Input.mousePosition;
Debug.Log(mousePosition);
Debug.Log(mousePosition2);
Flashlight.transform.position = new Vector3(mousePosition.x, mousePosition.y, 0);
}
The Flashlight is a Gameobject where I want to Insert the Light object.
The Debug log its only to show me if the values are changing when I move the mouse.
Whats interesting is the when I start the Scene mousePosition only shows the first vaule, where mouseposition2 is changing it.
What do I need to do so the Light will be where the Cursor is.
There is probably a better solution, maybe also a built in Function in Unity?
Answer by Luucccc · Mar 20, 2018 at 04:48 PM
Hi there, if you're working in 2D a quick way to fix this is to change you're camera mode from Perspective to Orthographic, in your Main Camera Inspector. Or if you require perspective, a crude solution is:
void moveFlashlight()
{
//You can replace "new Vector3(Input... with a variable for cleaner code
Vector3 mousePosition = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,10f));
Flashlight.transform.position = new Vector3(mousePosition.x, mousePosition.y, 0f);
}
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