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Question by TurboHermit · Feb 27, 2014 at 12:20 PM · editorraycastmousepositioninvert

Inverted editor mouse position raycast

Hi, I'm currently working on a level editor and I'm trying to get the world position of the mouse in the scene view. I'm currently doing the following:

     void OnSceneGUI(){
         if(Event.current.type == EventType.mouseMove){
             ray = Camera.current.ScreenPointToRay(Event.current.mousePosition);
             if (Physics.Raycast(ray, out hit,10000,mask)){
                 GameObject.Find ("Cube").transform.position = hit.point;
             }
         }
     }

It works fairly well, however the z axis seems to react like it's mirror. Meaning if I move my mouse down the object will go up and vice versa. I've tried -hit.point.z in a Vector3 but that results in a weird offset. Does anyone know what I'm doing wrong?

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avatar image TurboHermit · Feb 28, 2014 at 11:43 AM 0
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I ran it with Input.mousePosition in runtime which worked fine. Does anyone have any idea why the Scene View camera behaves this way?

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Answer by TurboHermit · Nov 25, 2019 at 10:26 AM

By sheer coincidence I stumbled across the same problem 5 years later and found my own question haha. This forum post handles some solutions.

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