Legacy Documentation: Version 2018.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

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

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;
function Start() {
	cam = GetComponent.<Camera>();
}
function Update() {
	var ray: Ray = cam.ScreenPointToRay(new Vector3(200, 200, 0));
	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;

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

void Update() { Ray ray = cam.ScreenPointToRay(new Vector3(200, 200, 0)); Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow); } }

Did you find this page useful? Please give it a rating: