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Question by radiktus · Jan 05, 2013 at 12:53 PM · cameratransformshooterlauncher

shooting mechanism similar to sniper games and time crisis

hi! im a complete newbie in unity and for a project i am creating a shooting game where in the camera is in a fixed position and monsters walk pass it, more like a shooting gallery.

so my game so far used an empty object to act as launcher. i also changed my mouse into a crosshair.

my problem now is how to make the launcher be placed at the x and y axis of the mouse on the screen to the world x and y. z would be the launching point so when i shoot it goes to the z axis.

so to make the problem specific. i dont know how to incorporate the mouse position to the x and y position of the launcher.

i tried using the screentoworldpoint and failed badly.

hope someone can help a total noob like me here :D

here is my code of the launcher so far

 #pragma strict
 static var canThrow: boolean = true;
 var throwSound : AudioClip;
 public var coconutObject:  Rigidbody[];
 var throwForce: float;
 public var shapes: GameObject[];
  var togglebullet : int= 3;
 function Start () {
 
 }
 
 function Update () {
 //toggle
     if(Input.GetButtonUp("Fire2")){
         togglebullet++;
         BatteryCollect.charge++;
     }
     if(togglebullet >=3){
         togglebullet=0;
     }
     if(Input.GetButtonUp("Fire1")){
 //random fire
 //    var random : int = Random.Range(0,3);
 
 
          audio.PlayOneShot(throwSound);
         var newCoconut: Rigidbody = Instantiate (coconutObject[togglebullet], transform.position, transform.rotation);
         newCoconut.name="coconut";
         
         newCoconut.rigidbody.velocity = transform.TransformDirection(Vector3(0,0, throwForce));
         Physics.IgnoreCollision(transform.root.collider,newCoconut.collider,true);
     }    
 
 }
 
 @script RequireComponent(AudioSource)
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Answer by robertbu · Jan 11, 2013 at 08:33 PM

One way is to use use the Plane class (not the plane game object) to create a plane in the scene where you want to place your cross hairs. At each Update() do something like:

 Ray ray = camera.ScreenPointToRay (Input.mousePosition);
 float dist;
 plane.Raycast(ray, out dist);
 Vector3 v3Pos = ray.GetPoint (dist);
 goCrossHairs.transform.position = v3Pos;


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