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Question by kakojara · Jun 22, 2015 at 06:48 PM · 2dpositionmouseresolutionoffset

ScreenToWorldPoint for different resolutions in 2D

Hello. I'm developing a 2D game and I need to be able to detect the mouse position in the game world. The thing is, when I'm on the editor it works just fine, but when I run the standalone and set a resolution when an aspect ratio different than the native one it has a weird offset.alt text

The red dot represents the mouse position and the white line should go from the center of the character (it is correct) to the mouse pointer. As you can see, it has an offset in the X axis.

The code that does the work is the following.

 GameObject useHook(Vector3 mousePosition)
     {
         Vector2 ray2D = Camera.main.ScreenToWorldPoint(mousePosition);
         RaycastHit2D hit = Physics2D.Raycast(ray2D, Vector2.zero);
         if (hit.collider != null)
         {
             GameObject target = hit.collider.gameObject;
             if (target.tag.Equals("Grappleable"))
             {
                 grapplingHook.enabled = true;
                 hookDrawing.enabled = true;
                 hookDrawing.SetPosition(1, ray2D);
                 grapplingHook.connectedAnchor = ray2D;
                 if (target.transform.Find("ContactPoint") != null)
                 {
                     target.transform.Find("ContactPoint").position = ray2D;
                     grapplingHook.connectedAnchor = target.transform.Find("ContactPoint").position;
                     return target.transform.Find("ContactPoint").gameObject;
                 }
                 return null;
             }
             return null;
         }
         return null;
     }



offset.png (20.1 kB)
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avatar image Droidspirit · Mar 11, 2016 at 02:56 PM 0
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Take a look to the asset 2D Ninja Rope. In scene 2 ist exactly what you want to do:

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