Version: 2020.2
LanguageEnglish
  • C#

Camera.ScreenPointToRay

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public Ray ScreenPointToRay(Vector3 pos);
public Ray ScreenPointToRay(Vector3 pos, Camera.MonoOrStereoscopicEye eye);

Parameters

eye Optional 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).

//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); } }