- Home /
Question by
dsguffey · Mar 20, 2014 at 12:35 AM ·
c#convertscreentoworldpoint
ScreenToWorldPoint won't return a constant value
Hi! I'm having a terrible time trying to get unity to properly convert coordinates. I just want to take a constant vector (73.9,40,46.2) and translate it into world coordinates. But even though the screen vector is a constant the converted world vector changes! Here's a snippet of code:
Vector3 cameraPosition=Camera.main.transform.position;
Vector3 maxScreenVector;
maxScreenVector.y = 40;
maxScreenVector.z = 2.0f * maxScreenVector.y * Mathf.Tan(camera.fieldOfView * 0.5f * Mathf.Deg2Rad);
maxScreenVector.x = maxScreenVector.z * camera.aspect;
Vector3 maxScreenToWorld = Camera.main.ScreenToWorldPoint (new Vector3(maxScreenVector.x,maxScreenVector.z,cameraPosition.y));
Here, maxScreenVector is a vector3 constant using screen coordinates (y is the camera depth, while x & z corresponds to those axis). I've also tried substituting maxScreenVector.y for cameraPosition.y, but it doesn't help. Do you have any ideas?
Comment
Your answer
Follow this Question
Related Questions
Multiple Cars not working 1 Answer
Distribute terrain in zones 3 Answers
Please Help Convert js to c# 1 Answer
this script in Javascript?? 0 Answers