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Question by TooEZGames · Jun 19, 2019 at 09:46 PM · cameramovementtouchscreenplaymodesnapping

Object keeps snapping to camera size on play

I'm in the process of making my gameobject move when I drag it across the screen on touch. But my current issue is when I press play to test the game, game object snaps to the size of my camera on the Y. The camera by default is set to a size of "5". The game object will jump to the "5" position on play. I cannot figure out why. Instead of the object staying at the -4.5f like I have in the Vector3, it jumps to the camera size.

Here is what I have:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class PaddlePosition : MonoBehaviour
 {
 
     // Start is called before the first frame update
     void Start()
     {
 
     }
 
     // Update is called once per frame
     void Update()
     {
         OnFingerDrag();
     }
 
     private void OnFingerDrag()
     {
           Vector3 fingerPosition = new Vector3(Input.mousePosition.x, -4.5f, 0.0f);
           Vector3 objectPosition = Camera.main.ScreenToWorldPoint(fingerPosition);
 
           transform.position = objectPosition;
     }
 }


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Answer by highpockets · Jun 19, 2019 at 09:45 PM

You need to define a distance from the camera that you expect the plane at which you would like to translate the world point to as the z/3rd parameter of the Vector3 passed. Change the ScreenToWorldPoint() line to this:

 Vector3 objectPosition = Camera.main.ScreenToWorldPoint(new Vector3(fingerPosition.x, fingerPosition.y, (transform.position - Camera.main.transform.position).magnitude));
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