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Question by FuzzieLogick · Oct 24, 2012 at 08:05 PM · projectilemousepositionscreentoworldpoint

Problem Using ScreentoWorldPoint to Fire a Projectile

I am making game where a ball projectile is fired from the main camera towards the current mouse position. The ball is a Rididbody using gravity. Here is the code I have at the moment:

 function BallThrow(){
     
         Debug.Log ("Inside BallThrow function");
         
         mouseX = Input.mousePosition.x;
         mouseY = Input.mousePosition.y;
         
         currentMousePosition = Camera.main.ScreenToWorldPoint(Vector3(mouseX, mouseY, -50));
         ballDirection = currentMousePosition - Camera.main.transform.position;
                 
         var spawnedBall = Instantiate(ball, transform.position, transform.rotation);
         
         spawnedBall.velocity = transform.TransformDirection(ballDirection);        
     }

Everything works as I want it to apart from the fact that the Y axis seems to be upside down. By that I mean that the mouse cursor position being higher results in the ball being thrown lower and vice versa. If anyone could shed any light on why this is the case I would be very grateful :) Thanks in advance for any help!

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Answer by Bunny83 · Oct 24, 2012 at 09:09 PM

You transform a point which is outside of the view frustum of the camera. Everything that's before the near-clipping-plane might result in strange values. The perspective projection is only valid within it's frustum. So either use a positive number (not -50) as z value, or use Camera.main.ScreenPointToRay. The returned Ray already has a normalized direction

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avatar image FuzzieLogick · Oct 25, 2012 at 10:56 AM 0
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Thanks for this. I turned the camera object around 180 degrees and set the -50 value to 50 and now the Y axis problem is fixed :)

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