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Question by theportalmasters · Jul 19, 2020 at 03:19 PM · camerainputanglescreentoworldpointtrigonometry

Rotated Camera fix for Screen to World point overshoots

I have a camera that rotates around on the x/y axis. I want to get player input and use the screen to world point to do it. This would be fine for a 3D game, as I could just use raycasts and everything would work as intended, but my game is 2D. I think I found a solution though. Heres the code

     private static Vector3 GetScreenPoint()
     {
         Vector3 screenPoint = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
         Vector3 screenPointZ = screenPoint;
         screenPointZ.z = 0;
         double distToZ0 = -screenPoint.z / Math.Cos(Vector3.Angle(Vector3.forward, Camera.main.transform.forward));
         Vector3 point = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x,Input.mousePosition.y,(float)distToZ0));
         Debug.DrawLine(screenPoint, point, Color.cyan);
         Debug.DrawLine(point, new Vector3(point.x, point.y, 0), Color.red);
         Debug.DrawLine(screenPoint,screenPointZ,Color.cyan);
         Debug.DrawLine(screenPointZ, point, Color.cyan);
         return point;
     }

Hypothetically, this would return a point on the Z0 plane that matches up with my mouse cursor. But for some reason, it overshoots and goes past Z0, making my mouse cursor be significantly above where the actual selection is. Does anyone know why this is happening?

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