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Question by Mattias-Wargren · Mar 01, 2011 at 11:39 AM · scoreguitextconvert

What is the best way to show (Instantiate) a GUIText at the position of a GameObject?

I am building a score effect that Instantiates a GUIText at the position where the points where collected. The problem is that I dont know how to convert the GameObjects position (3d) to the GUIText position (2d). Any suggestions?

Also, is GUIText the best approach here?

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Answer by Owen-Reynolds · Mar 24, 2011 at 10:40 PM

GUIText uses ViewPort coords, meaning (0.5, 0.5) is the middle of the screen, so use Camera.main.WorldToViewportPoint(transform.position) to get the correct coords.

WorldToScreen is correct if you write code for a GUI.Box, etc.. which use ScreenCoords (pixels.)

Also, probably don't child to anything, since it will recompute your position next frame using (wrong) worldView numbers.

I prefer using GUIText, since you can add a "live for 4 secs" script, make a prefab and spawn them as needed. Using the in-code GUI.Label version requires you to build and maintain your own List-like data structure.

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Answer by Unamine · Mar 01, 2011 at 11:51 AM

check out the tutorials Burg Zerg Arcade, he teaches how to create a complete RPG and I think this feature is also scoring

Link: http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial

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avatar image Mattias-Wargren · Mar 01, 2011 at 12:11 PM 0
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I have tried looking through some tutorials but can not seem to find what I am looking for. Its a pain in the ass looking through youtube videos.

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Answer by efge · Mar 24, 2011 at 10:25 PM

You could use the function Camera.WorldToScreenPoint to get the position of an object in pixel coordinates (screen coordinates) and then use this values to draw your GUI.

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