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public function ViewportPointToRay(position: Vector3): Ray;
public Ray ViewportPointToRay(Vector3 position);
public def ViewportPointToRay(position as Vector3) as Ray


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).

	// Prints the name of the object camera is directly looking at

function Update () { // Get the ray going through the center of the screen var ray : Ray = camera.ViewportPointToRay (Vector3(0.5,0.5,0)); // Do a raycast var hit : RaycastHit; if (Physics.Raycast (ray, hit)) print ("I'm looking at " + hit.transform.name); else print ("I'm looking at nothing!"); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        Ray ray = camera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
        RaycastHit hit;
        if (Physics.Raycast(ray, out hit))
            print("I'm looking at " + hit.transform.name);
            print("I'm looking at nothing!");
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		ray as Ray = camera.ViewportPointToRay(Vector3(0.5F, 0.5F, 0))
		hit as RaycastHit
		if Physics.Raycast(ray, ):
			print(('I\'m looking at ' + hit.transform.name))
			print('I\'m looking at nothing!')