Version: 2017.4
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Camera.ViewportPointToRay

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public method ViewportPointToRay(position: Vector3): Ray;
public Ray ViewportPointToRay(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 viewport point.

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

Viewport coordinates are normalized and relative to the camera. The bottom-left of the camera is (0,0); the top-right is (1,1).

#pragma strict
// Prints the name of the object camera is directly looking at
var cam: Camera;
function Start() {
	cam = GetComponent.<Camera>();
}
function Update() {
	var ray: Ray = cam.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
	var hit: RaycastHit;
	if (Physics.Raycast(ray, hit))
		print("I'm looking at " + hit.transform.name);
	else
		print("I'm looking at nothing!");
}
// Prints the name of the object camera is directly looking at
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera cam;

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

void Update() { Ray ray = cam.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0)); RaycastHit hit; if (Physics.Raycast(ray, out hit)) print("I'm looking at " + hit.transform.name); else print("I'm looking at nothing!"); } }