Version: 2017.4
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Camera.ScreenPointToRay

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public method ScreenPointToRay(position: Vector3): Ray;
public Ray ScreenPointToRay(Vector3 position);

Parameters

eyeOptional argument that can be used to specify which eye transform to use. Default is Mono.

Description

Returns a ray going from camera through a screen point.

Resulting ray is in world space, starting on the near plane of the camera and going through position's (x,y) pixel coordinates on the screen (position.z is ignored).

Screenspace is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth -1,pixelHeight -1).

#pragma strict
//Attach this script to your Camera
//This draws a line in the Scene view going through a point 200 pixels from the lower-left corner of the screen
//To see this, enter Play Mode and switch to the Scene tab. Zoom into your Camera's position.
var cam: Camera;
var pos: Vector3 = new Vector3(200, 200, 0);
function Start() {
	cam = GetComponent.<Camera>();
}
function Update() {
	var ray: Ray = cam.ScreenPointToRay(pos);
	Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
}
//Attach this script to your Camera
//This draws a line in the Scene view going through a point 200 pixels from the lower-left corner of the screen
//To see this, enter Play Mode and switch to the Scene tab. Zoom into your Camera's position.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera cam; Vector3 pos = new Vector3(200, 200, 0);

void Start() { cam = GetComponent<Camera>(); }

void Update() { Ray ray = cam.ScreenPointToRay(pos); Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow); } }