Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by THEpancakes · Aug 31, 2012 at 04:25 PM · lookatscreentoworldpointinput.mouseposition

Converting Input.mousePosition to world coordinates

Hey everyone,

I am trying to make a gun always point at the mouse cursor. The MouseLook script allows users to control the rotation of an object using the mouse, but the object doesn't actually LOOK at the mouse cursor at all times...

This is my code to do this:

 function Update() {
 var screenPoint = Input.mousePosition;
 transform.LookAt(Camera.main.ScreenToWorldPoint(screenPoint));
 }


Unfortunately it doesn't work. :( Any ideas what I'm doing wrong?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
3
Best Answer

Answer by fafase · Aug 31, 2012 at 04:38 PM

How's your camera? Are you in 3D? 2D? Perpendicular to the ground?
You could use:

     var hit : RaycastHit;
     if(Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), hit))
         transform.LookAt(hit.point);
     }


Edit:Sorry I edited 3 times in a row...

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image THEpancakes · Aug 31, 2012 at 04:55 PM 0
Share

Thank you! That did just what I wanted to do :)

avatar image fafase · Sep 01, 2012 at 06:44 AM 0
Share

Except you might have to modify the y-position. Since the contact point is on the ground, you need to lift it up a bit.

That is if your guy is free to shoot in all direction. If he is restricted then no worries. Hopefully you see what I mean.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

8 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

GameObject rotates away from camera when using ScreenToWorldPoint 0 Answers

Find TextureCoordinates from plane with out raycast only using mouse position on plan 0 Answers

Game object moving in opposite direction instead of same direction while dragging it 0 Answers

ScreenToWorldPoint() not working 2 Answers

World point for MousePosition 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges