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Question by Matt 8 · Jul 09, 2010 at 03:37 AM · errorbugscreenviewfrustrum

Screen position out of view frustum error?

Hello i am new to unity and my system has been running fine for a few months until recently where the editor screen is grey and there is an error that reads; Screen position out of view frustum (screen pos 142.000000, -1.000000) (Camera rect 0 2 633 622) UnityEngine.Camera:ScreenPointToRay(Vector3)
when i open unity the "screen pos" numbers very as i move my mouse across the screen getting smaller as the mouse gets closer to the bottom left corner does anyone know how to fix this?

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avatar image Jesus_Freak · Dec 22, 2010 at 04:13 PM 0
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the mousePosition? there's nothing to fix.... the 0,0 of the mousePosition is the lower left corner...... if you're talking about something else..... i don't know.

avatar image fractalfrenzy · Dec 18, 2013 at 12:44 AM 0
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Restarting Unity does not make the problem going for me in 4.3.1f1. I get the error:

Screen position out of view frustum (screen pos 114.000000, 248.000000) (Camera rect 0 0 248 413) UnityEngine.Send$$anonymous$$ouseEvents:DoSend$$anonymous$$ouseEvents(Int32, Int32)

Changing the camera to Orthographic fixes it, but if I am in Perspective, it throws this error every time the mouse enters the ViewPort. This is very frustrating!

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Answer by ina · Dec 24, 2010 at 03:58 AM

If you restart Unity, the frustrum error usually goes away. It seems to be a Unity bug forcing a false positive error. If you press clear, you should be able to build and deploy.

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avatar image alexnode · Apr 16, 2012 at 12:20 PM 0
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Still it is frustrating and I can't see the reporting of other debugging values I print... this bug goes on for the last 3 years!

avatar image Kaha · Nov 22, 2012 at 03:11 PM 0
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I had the same error message. I restarted Unity, and the error was gone. Thanks ina. (Hope Unity 4 will fix this)

avatar image fffMalzbier · Nov 06, 2013 at 01:44 PM 0
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In unity 4.2 same problem

avatar image enriqueflores · Jul 25, 2014 at 03:17 PM 0
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it worked!

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Answer by hd_ · Mar 24, 2014 at 02:28 AM

I had this issue when I was setting my camera viewport rect to be outside of the [0,1] range.

Edit: Scratch that, it was due to a !isNormalized error from setting Camera worldToCameraMatrix

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