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Question by DarkMayor2000 · Sep 04, 2020 at 11:13 AM · gizmosinput.mouseposition

can't seem to get input.mouseposition to work

so here is what i try to do.

in unity I try to connect 9 planes of gizmo wire cubes to my mouse position so that when I have my mouse in the left gizmo plane that it is gonna print out left face, etc.

here is my script from where i created my gizmo:

 public class GizmoCreator : MonoBehaviour
 {
     [SerializeField] Transform AttackPositionMid;
     [SerializeField] Transform AttackPositionLeft;
     [SerializeField] Transform AttackPositionRight;
     [SerializeField] Transform AttackPositionUp;
     [SerializeField] Transform AttackPositionDown;
     [SerializeField] Transform AttackPositionDownLeft;
     [SerializeField] Transform AttackPositionDownRight;
     [SerializeField] Transform AttackPositionUpLeft;
     [SerializeField] Transform AttackPositionUpRight;

     [SerializeField] float BoxLengtMid;
     [SerializeField] float BoxHightMid;

     [SerializeField] float BoxLengtLeft;
     [SerializeField] float BoxHightLeft;

     [SerializeField] float BoxLengtRight;
     [SerializeField] float BoxHightRight;

     [SerializeField] float BoxLengtUp;
     [SerializeField] float BoxHightUp;

     [SerializeField] float BoxLengtDown;
     [SerializeField] float BoxHightDown;

     [SerializeField] float BoxLengtUpLeft;
     [SerializeField] float BoxHightUpLeft;

     [SerializeField] float BoxLengtUpRight;
     [SerializeField] float BoxHightUpRight;

     [SerializeField] float BoxLengtDownLeft;
     [SerializeField] float BoxHightDownLeft;

     [SerializeField] float BoxLengtDownRight;
     [SerializeField] float BoxHightDownRight;

     // Start is called before the first frame update
     void Start()
     {
     }


 // Update is called once per frame
 void Update()
     {

     }

     void OnDrawGizmos()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireCube(AttackPositionMid.position, new Vector2(BoxLengtMid, BoxHightMid));
         Gizmos.DrawWireCube(AttackPositionLeft.position, new Vector2(BoxLengtLeft, BoxHightLeft));
         Gizmos.DrawWireCube(AttackPositionRight.position, new Vector2(BoxLengtRight, BoxHightRight));
         Gizmos.DrawWireCube(AttackPositionUp.position, new Vector2(BoxLengtUp, BoxHightUp));
         Gizmos.DrawWireCube(AttackPositionDown.position, new Vector2(BoxLengtDown, BoxHightDown));
         Gizmos.DrawWireCube(AttackPositionDownLeft.position, new Vector2(BoxLengtDownLeft, BoxHightDownLeft));
         Gizmos.DrawWireCube(AttackPositionDownRight.position, new Vector2(BoxLengtDownRight, BoxHightDownRight));
         Gizmos.DrawWireCube(AttackPositionUpLeft.position, new Vector2(BoxLengtUpLeft, BoxHightUpLeft));
         Gizmos.DrawWireCube(AttackPositionUpRight.position, new Vector2(BoxLengtUpRight, BoxHightUpRight));
     }

 }

} then i try to connect the MouseLook script from the standard assets pack (that i changed) and this gizmo script in a other script to connect them

this is what i done in the Mouse Look Script:

private void InternalLockUpdate() { if (Input.GetKeyUp(KeyCode.Escape)) { m_cursorIsLocked = false; }

         else if (Input.GetMouseButtonUp(0))
         {
             m_cursorIsLocked = true;
         }

         CursorSwitch(); // i made the method

         if (m_cursorIsLocked)
         {
             Cursor.lockState = CursorLockMode.Locked;
             Cursor.visible = false;
         }
         else if (!m_cursorIsLocked)
         {
             Cursor.lockState = CursorLockMode.None;
             Cursor.visible = true;
         }
     }

     public void CursorSwitch()
     {
         if (Input.GetMouseButtonDown(1))
         {
             m_cursorIsLocked = false;
         }
         else if (Input.GetMouseButtonUp(1))
         {
             m_cursorIsLocked = true;
         }
     }

and this is what i try to do in the script to fit them all together:

using UnityEngine;

using UnityStandardAssets.Characters.FirstPerson;

 public class CursorPos : MonoBehaviour
 {
     [SerializeField] Transform Mid;
     [SerializeField] Transform Left;
     [SerializeField] Transform Right;
     [SerializeField] Transform Up;
     [SerializeField] Transform Down;
     [SerializeField] Transform DownLeft;
     [SerializeField] Transform DownRight;
     [SerializeField] Transform UpLeft;
     [SerializeField] Transform UpRight;

     MouseLook mouseLook;
     // Start is called before the first frame update
     void Start()
     {
     mouseLook = GetComponent<MouseLook>();
     }
     private void FixedUpdate()
     {
         OnMouseEnter();
         OnMouseExit();

         if (Input.mousePosition = Mid.position.x * Mid.position.y)
     {

     }
     }
     void OnMouseEnter()
     {
     mouseLook.CursorSwitch();


     }
     void OnMouseExit()
     {
         print("Klah");
     }
 }

i hope to get some help

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