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Question by dorpeleg · Nov 26, 2011 at 05:05 PM · cameraguigameobjectvectorwindow

GUI Window on GameObject location?

How can i know the X,Y for the window that i want to PopUp so it will always show up on the same position of the GameObject?

I currently have this but it wont work:

         Vector3 t = unitToPopup.transform.position;
         GUI.Window(0, new Rect(this.camera.WorldToScreenPoint(t).x, this.camera.WorldToScreenPoint(t).y, 120, 50), CreateUnitWindow, "My Window");
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Answer by aldonaletto · Nov 26, 2011 at 05:51 PM

You could use this:

  Vector3 pos = Camera.main.WorldToScreenPoint(unitToPopup.transform.position);
  GUI.Window(0, new Rect(pos.x, pos.y, 120, 50), CreateUnitWindow, "My Window");
You only can use the camera variable when the object to which this script is assigned is a camera or have a camera component (added, not childed!).

EDITED:
The difference from your code is the use of Camera.main instead of camera, but this will not make any difference if this script is attached to the camera.
Doing a second reading, I suppose your problem is caused by the different Y orientations between GUI and screen points: GUI Y origin is at the screen top, while screen coordinates start at the bottom. Another problem: the window top-left will be aligned to the object's center, what may not give a good result - maybe you should add some offset to make it appear above the object. Reversing the Y coordinate and adding an offset could be done this way:

// define an offset value to keep the window top above the object
public float offset = 60; //offset in pixels
  ...
  Vector3 pos = Camera.main.WorldToScreenPoint(unitToPopup.transform.position);
  // make Y coordinate run from top, and add some offset to keep it above the object
  Rect wRect = new Rect(pos.x, Screen.height-(pos.y+offset), 120, 50);
  GUI.Window(0, wRect, CreateUnitWindow, "My Window");
NOTE: WorldToScreenPoint may return a valid screen coordinate even when the object is behind the camera; if you have this problem, check if renderer.isVisible is true before rendering the window (this actually tells if the object is inside the view frustum of any camera):

  if (unitToPopup.renderer.isVisible){
    Vector3 pos = Camera.main.WorldToScreenPoint(unitToPopup.transform.position);
    ...
    GUI.Window(0, wRect, CreateUnitWindow, "My Window");
  }
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avatar image dorpeleg · Nov 26, 2011 at 07:47 PM 0
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You wrote the exact code that i wrote.. my code does compile, but the window just wont pop in the right location.

avatar image aldonaletto · Nov 27, 2011 at 03:53 PM 0
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You should have explained your problem more clearly than "it wont work": I thought your script didn't work at all, and supposed it was the ubiquitous camera variable problem. From your comment, I figured out that another very often mistake (so often that I made the same mistake in my answer) may be the culprit. Take a look at my answer: I edited it to address this problem and other possible ones.

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