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How to get the mouse X and Y compared with center of screen
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I need to be able to get the X and Y position of the mouse relative to the center of the screen, but when I use "Input.GetAxis("Mouse X")" and "Input.GetAxis("Mouse Y")", it seems to reset and it gives the the position relative to the position of the mouse in the last frame and it's not very smooth. Here is the code by the way, it's supposed to make the camera center on the target but make it so you can look around with the mouse too (it's a 2D platform game):
pragma strict
var target:Transform;
function Update () {
transform.position = target.position + Vector3(0,1,-10) + Vector3(Input.GetAxis("Mouse X"),Input.GetAxis("Mouse Y"),0);
}
Here is the code by the way, it's supposed to make the camera center on the target but make it so you can look around with the mouse too
I don't see how this code give you this functionality. Plus you are mixing screen/mouse coordinates with world coordinates without conversion. Here is an answer to the explicit question you ask about getting the x and y compared to the center of the screen. But I don't think that really solves what you need it to solve, so I'm leaving this as a comment:
#pragma strict
var center : Vector2;
function Start() {
center = Vector2(Screen.width / 2.0, Screen.height / 2.0);
}
function Update () {
var relativePos = Input.mousePosition - center;
Debug.Log("Relative position = "+relativePos);
}
Answer by CHPedersen · Oct 27, 2013 at 10:18 PM
Why not just subtract half the screen size? The default origin of Screen space is lower left, and you want coordinates in a system whose origin is screen center, so an input coordinate of (x,y) = (0,0) should really be (x,y) = (-0.5f*Screen.width, -0.5f*Screen.height), right?
Just do that subtraction and you're good to go.
Yes, I know that, but it seems like it keeps resetting. I'll try that though.
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