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This question was closed Jul 27, 2016 at 08:15 PM by bySharp for the following reason:

Found the answer myself

avatar image
0
Question by bySharp · Jul 27, 2016 at 07:17 PM · positiontouchscreencoordinates

Position set way off / Different coordinate system problem

I'm beginning to make a game and I've encountered a small problem. I know this may be related to Unity's different coordinate system but please help, I'm new to this. Here's my simple script:

 using UnityEngine;
 using System.Collections;
 
 public class Players : MonoBehaviour {
 
     public GameObject player1;
     public GameObject player2;
     private Rigidbody2D rb1;
     private Rigidbody2D rb2;
 
     void Start () {
         rb1 = player1.GetComponent<Rigidbody2D> ();
         rb2 = player2.GetComponent<Rigidbody2D> ();
     }
 
     void Update () {
     
         foreach (Touch t in Input.touches) {
             if (t.position.x > Screen.width / 2) {
                 rb1.position=(new Vector2(rb1.position.x,t.position.y));
             } else {
                 rb2.position=(new Vector2(rb2.position.x,t.position.y));
             }
         }
 
     }
 }

It does half of what it's supposed to do when I test it in Unity Remote on my phone. The players are moved accordingly, meaning they stay on the same X coordonate and the Y changes,but they go WAY off the camera screen, the Y is way too big. I expected the touch position on the phone to be similar to the position on the camera, if that makes sense. How can this difference in coordinate system be solved?

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avatar image bySharp · Jul 27, 2016 at 08:14 PM 0
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Finally found the answer THAN$$anonymous$$S for the long waiting time, made me struggle a whole day while adding other features.

avatar image bySharp · Jul 27, 2016 at 08:15 PM 0
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For those who need the answer, look at the Camera.ScreenToWorldPoint function

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