Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by PlayCreatively · Sep 23, 2016 at 11:41 AM · camera2dvector2orthographic

How can I find out a ViewportToWorldPoint position with a different orthographic size?

In the game you can zoom in and out between the orthographicSize of almost 0 and 8. I want to instantiate objects outside of the camera range as if the camera size was 8. I'm working in 2D so this shouldn't be hard but my equation doesn't work properly: vectorPos = Camera.main.ViewportToWorldPoint(Vector3.one) * (Camera.main.orthographicSize/maxCameraSize); I want the vectorPos to be positioned at the top right corner of the screen as if the orthographicSize was 8 dispite of the actual size.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by NoseKills · Sep 23, 2016 at 03:53 PM

When using orthographic camera, the calculation is quite easy even without helper methods.

Orthographic size is always half of screen height in world units, so:

 var aspectRatio = (float)Screen.width / Screen.height;
 var screenHalfHeight = Camera.main.orthographicSize;
 var screenHalfWidth = screenHalfHeight * aspectRatio;
 var depth = 1;
 Vector3 topLeft = new Vector3(-screenHalfWidth, screenHalfHeight, depth);
 

This of course applies as such only if the camera is facing along the z-axis looking at the origin.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image PlayCreatively · Sep 23, 2016 at 07:37 PM 1
Share

This is exactly what I was looking for, thank you very much :)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Keeping two objects in frame 1 Answer

Set Orthographic Camera To Always Have Y Coordinate Start At Set Position 0 Answers

Sprite relative position/scale problem with orthographic camera 0 Answers

Why is part of object outside camera frustum visible? 1 Answer

Backgrounds moving at different speeds? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges