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Question by AzeExMachina · Nov 11, 2019 at 09:02 AM · camerauicanvas

Calculate object position in screen space - camera canvas

I'm in need of calculate the correct position of a 3D object which I'm displaying over a RawImage in my UI. If I put my UI image in the center of the screen I can calculate it perfectly, if I move my image around my UI canvas I'm getting results which are off by an offset, depending on the side I'm moving. I've taken a couple of screenshot of what I mean, the orange side is my 3D quad, the white square is just an image debugging where my point should be calculated.

Correct position

Wrong position

The setup I have is this: - a world camera pointing on a 3D quad - a ui canvas with a dedicated perspective camera (Screen space - Camera) - a panel in my ui canvas displaying the 3D quad

The code:

 var worldPoint = t.Value.MeshRenderer.bounds.min; //t.Value is the 3D quad
 var screenPoint = worldCamera.WorldToScreenPoint(worldPoint);
 screenPoint.z = (baseCanvas.transform.position - uiCamera.transform.position).magnitude; //baseCanvas is the UI canvas
 var pos = uiCamera.ScreenToWorldPoint(screenPoint);
 debugger.transform.position = pos; //debugger is just the square image used to see where my calculated point is landing

Another test:

 var screenPoint = worldCamera.WorldToScreenPoint(t.Value.MeshRenderer.bounds.min);
 Vector2 localPoint;
 RectTransformUtility.ScreenPointToLocalPointInRectangle(rectTransform, screenPoint, uiCamera, out localPoint); //rectTransform is my UI panel
 debugger.transform.localPosition = localPoint

But I always get the same result, how can I make the correct calculation considering the offset?

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avatar image alex22121991 · Oct 28, 2020 at 09:12 AM 0
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