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World position of a mouse click with a tilted camera
In this 2D (2.5d?) scene, I have a camera at 0,-20,-25 and tilted along its x-axis to 310 degrees. I'd like to be able properly get the XY coordinates of a mouse click to eventually move the player to that point.
At certain points, where the user clicks is actually a non-intuitive world position due to the tilted camera, usually with Y movements. So the actual world position would be quite a bit off from where they clicked.
Any advice on handling this sort of situation? My current code is below, but not very intuitive.
Vector3 dest = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
dest.y -= Camera.main.transform.position.y;
For example: http://www.youtube.com/watch?v=Wg3DRwPsd0g
That looks like a 2.5d camera, but they somehow have the ship go to where the player clicks.
Answer by spaceshooter · Feb 18, 2011 at 11:38 PM
This thread had what i needed: http://forum.unity3d.com/threads/15802-Plane.Raycast-Example.
Answer by DaveA · Feb 18, 2011 at 09:39 PM
This may help: http://unity3d.com/support/documentation/ScriptReference/Camera.WorldToScreenPoint.html
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