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Camera.ScreenToWorldPoint

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public function ScreenToWorldPoint(position: Vector3): Vector3;
public Vector3 ScreenToWorldPoint(Vector3 position);

Description

Transforms position from screen space into world space.

Screenspace is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight). The z position is in world units from the camera.

#pragma strict
// Convert the 2D position of the mouse into a
// 3D position.  Display these on the game window.
function OnGUI() {
	var p: Vector3 = new Vector3();
	var c: Camera = Camera.main;
	var e: Event = Event.current;
	var mousePos: Vector2 = new Vector2();
	// Note that the y position from Event is inverted.
	mousePos.x = e.mousePosition.x;
	mousePos.y = c.pixelHeight - e.mousePosition.y;
	p = c.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, c.nearClipPlane));
	GUILayout.BeginArea(new Rect(20, 20, 250, 120));
	GUILayout.Label("Screen pixels: " + c.pixelWidth + ":" + c.pixelHeight);
	GUILayout.Label("Mouse position: " + mousePos);
	GUILayout.Label("World position: " + p.ToString("F3"));
	GUILayout.EndArea();
}
// Convert the 2D position of the mouse into a
// 3D position.  Display these on the game window.

using UnityEngine;

public class ExampleClass : MonoBehaviour { void OnGUI() { Vector3 p = new Vector3(); Camera c = Camera.main; Event e = Event.current; Vector2 mousePos = new Vector2();

// Get the mouse position from Event. // Note that the y position from Event is inverted. mousePos.x = e.mousePosition.x; mousePos.y = c.pixelHeight - e.mousePosition.y;

p = c.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, c.nearClipPlane));

GUILayout.BeginArea(new Rect(20, 20, 250, 120)); GUILayout.Label("Screen pixels: " + c.pixelWidth + ":" + c.pixelHeight); GUILayout.Label("Mouse position: " + mousePos); GUILayout.Label("World position: " + p.ToString("F3")); GUILayout.EndArea(); } }