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Question by Kennyist · Oct 17, 2013 at 10:22 PM · c#guipositionvector3

Having issues with "WorldToScreenPoint"

Im having issues with "WorldToScreenPoint", The X and Z are fine but Y is messed up. Seen here (the red box, meant to be on the tank at all times):

http://tristanjc.com/unity/newweb.html

Just using:

 void Update () {
         
     if(target){
         guiPos = cam.WorldToScreenPoint(target.position);                
     }        
 }
     
 void OnGUI(){
     GUI.DrawTexture(new Rect(guiPos.x - 12.5f,guiPos.y - 12.5f,50f,50f),targetTexture);
 }
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Answer by RyanZimmerman87 · Oct 17, 2013 at 10:34 PM

You will need to use some inverse stuff to translate the World To Screen Point to the GUI correctly.

Example:

  Vector2 screenPosition;
 int screenHeightInt;
 
 void Start()
 {
 screenHeightInt = Screen.height;
 }
     
     void OnGUI()
     {
     //now you can use the position as expected
     //apply your code here
     GUI.BeginGroup (new Rect(screenPosition.x - 25, screenPosition.y, size.x, size.y), emptyTex, healthBarStyle);
     }
     
 
 void Update()
     {
     //Get Position of the Object
     screenPosition = mainCam.WorldToScreenPoint(healthBarObject.transform.position);
     
     //Get inverse of y-position        
     screenPosition.y = screenHeightInt - (screenPosition.y + 1);
     }
     
     
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avatar image Kennyist · Oct 17, 2013 at 11:28 PM 0
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Ah thank you.

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