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Question by drodrii · Mar 06, 2014 at 03:47 PM · gameobjectpositionmouseposition

Different Position (Object position - Mouse Position)

Hello everyone.

I've created a script where the user clicks the screen and Logs where the user clicked.

 void Start () 
     {
         theGameObject = GameObject.Find ("theGameObject").GetComponent<theGameObjectController> ();
     }
 
     
     // Update is called once per frame
     void Update () 
     {
         
 
 
         if(Input.GetMouseButtonDown(1))
         {
             theGameObjectPosition = theGameObject.transform.position;
 
             //Get users input position(where they shoot);
             userInputPosition = Input.mousePosition;
 
             
 
             Debug.Log (userInputPosition);
             Debug.Log (playerPosition);
 
 
         }
     }


But the Logs are way different(clicking right in front of the object.) I get this:

(Game Object) (-0.6, 0.0, 0.0) UnityEngine.Debug:Log(Object) bulletAnimator:Update() (at Assets/FirstLevel/FirstLevelScripts/Weapon/bulletAnimator.cs:37)

(Mouse Input) (322.7, 135.5, 0.0) UnityEngine.Debug:Log(Object) bulletAnimator:Update() (at Assets/FirstLevel/FirstLevelScripts/Weapon/bulletAnimator.cs:36)

Im attaching the script to the GameObject. and My Hierarchy looks like this:

  • -Background

  • -GameObjectA
    |--Main Camera

  • -GameObjectB

Why are both positions way off? How do I fix, where do I attach the script?

The GameObject was instantiated on (0,0,0)....

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Answer by ArkaneX · Mar 06, 2014 at 04:01 PM

Input.mousePosition returns screen coordinates, while transform.position returns world coordinates. You can transform between these coordinates by using Camera.WorldToScreenPoint and Camera.ScreenToWorldPoint

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avatar image drodrii · Mar 06, 2014 at 04:15 PM 0
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So the mousePosition would be like this?

         userInputPosition = Camera.ScreenToWorldPoint(Input.mousePosition);
avatar image stevethorne · Mar 06, 2014 at 04:43 PM 0
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That will give you the world position but be aware that the z that's passed into that function will be 0. So it will be 0 units away from the camera and may give you undesirable results.

avatar image ArkaneX · Mar 07, 2014 at 08:56 AM 0
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Exactly. If you want to get world position with a predefined z value, then you have to create new Vector3 variable and pass it to the method:

 var v = new Vector3(Input.mousePosition.x, Input.mousePosition.y, z);
 userInputPosition = Camera.main.ScreenToWorldPoint(v);

Please note that I used Camera.main, which uses first enabled camera, with tag $$anonymous$$ainCamera. You can't call these methods on Camera class itself, as they are not static. You have to use specific camera instance.

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