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 blank_reg · Jan 31, 2014 at 12:55 AM · camerainputviewportrectangle

Easy way to determine which camera is clicked on?

I have two camera rendering. One fills the view, the other is a smaller rectangle set in one corner of the screen. I can swap these with a script that changes their .rect bounds and swaps their depth. Think of it as a 1st and 3rd person camera picture-in-picture and I can swap them.

Now I want to be able to click on either one, and project a ray to hit things in the scene. Is there a simple clean way of doing this? If I check for Input.mousePosition in bounds of either view, it will always be in the bigger one. I mean I can do this with a bunch of code, but wondering if there was some simple way.

Comment
Add comment · Show 1
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 Benproductions1 · Feb 02, 2014 at 04:14 AM 0
Share

By "a bunch of code" you're really just talking about 4-5 lines

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by supernat · Feb 02, 2014 at 07:20 AM

I think it is only 3 lines of code extra.

 Camera cam = cameraBig;
 if (in rect)
     cam = cameraSmall;

Use cam.

Comment
Add comment · Show 3 · 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 Benproductions1 · Feb 04, 2014 at 09:23 AM 0
Share

It would be much more clear if you did something like:

 if (mouse in cam.rect)

in rect just doesn't say anything at all (and it's actually rect.contains)

avatar image supernat · Feb 04, 2014 at 07:46 PM 0
Share

He said he was already checking if the bounds were in a rect, so it was more of a psuedocode statement that I figured he would understand. I didn't have any of his code to start with and didn't have time to go look up all of the correct syntax and variables. I will try to add a "// psuedocode" next time as I can see how that could be unclear.

@blank_reg did this approach work for you?

avatar image blank_reg · Feb 04, 2014 at 10:46 PM 0
Share

I did understand, and yes

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

20 People are following this question.

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

Related Questions

I need to make the Camera Quit snapping to center... 1 Answer

camera or viewport 2 Answers

vertices in current camera view 1 Answer

align the buttom of the viewport to the buttom of an object? 1 Answer

Multiple cameras with different viewport rotations 2 Answers


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