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Question by Johandea · Oct 20, 2018 at 12:47 PM · mousepositionlocalspace

Mouse.position to local space (UI)

Hey So I'm trying to make a UI element follow my cursor. Since the object is a child of a canvas I've found it is a lot easier to make them do what I want by using its local space, opposed to world space. But I've run into s problem when converting my mouse position into local space... From what I understand the code below should work, but as you can see in the gif it only results in a fraction of the correct movement.

 if (followMouse)
         {
             Vector3 tempPos = transform.InverseTransformPoint(Camera.main.ScreenToWorldPoint(Input.mousePosition));
             tempPos.z = transform.localPosition.z;
             transform.localPosition = tempPos;
         }

It feels like I've tried every possible combination of screen.to*somepoint* and transformPoint. The result is always ways of and I'm officially out of ideas. So how have you solved this? Is there a correct way of doing this?
alt text

tempgif.gif (143.9 kB)
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