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Question by MorphingDragon · Jul 06, 2013 at 02:22 PM · guinguiworldtoscreenpoint

Moving an NGUI component to overlay game object.

I have little NGUI component I want to move (Around the Centre anchor) to be on top of a "selected" game object. But I can't seem to get the actual transformation correct as it ends up being all over the place.

What is wrong with this code?

 public void Display(Vector3 pos)
     {
         // Enable select
         selectUI.SetActive(true);
 
         // Get screen location of node
         Vector3 screenPos = Camera.main.WorldToScreenPoint(pos);
 
         // Move to node
         selectUI.transform.position = screenPos + new Vector3(Screen.width / 2, Screen.height/2, 0);
     }
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Answer by MorphingDragon · Jul 06, 2013 at 03:36 PM

For those who are interested NGUI's internal points don't seem to be in a different space that what's in the editor. I fixed it by changing it the code to this:

  public void Display(Vector3 pos)
     {
         // Enable select
         selectUI.SetActive(true);
 
         // Get screen location of node
         Vector2 screenPos = Camera.main.WorldToScreenPoint(pos) ;
 
         // Move to node
         selectUI.transform.position = camera.ScreenToWorldPoint(screenPos);
     }
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avatar image Stone-Legion · Nov 29, 2013 at 01:12 AM 0
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Thanks for posting the answer, this helped me out!

avatar image Harinezumi · Feb 10, 2015 at 10:54 AM 0
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Just to clarify, the first camera (Camera.main) is 3D camera, the second is a UICamera.

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