ScreenToWorldPoint & Mirror strangeness
I was having an issue with the ScreenToWorldPoint method while messing around with Mirror for some multiplayer testing. I found what is causing the issue I just have no idea why its happening or how to fix it properly. I have a work around for the time being but the people on the Mirror discord think this might be a Unity Bug? I wanted to ask here first.
So what's going on is strange. I have two monitors, the Editor is open on monitor 1, and the client is open on monitor 2. Unity is adding the distance between the editor window on monitor 1 and the client window on monitor 2 to the mainCamera.ScreenToWorldPoint() method. When I overlay the windows on top of one another, it works just fine even.
I got an OBS recording on it and threw it up on Youtube. Here's the url if you want to see, I'm probably not explaining this so great. But its wild.
www.youtube.com/watch?v=WcawweffigU
Any thoughts?
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