Why does screentoworldpoint always return the same point?

Why does screentoworldpoint always return the same point?

It always returns the same point when you pass mouse position directly, you should give it a Z value other than 0. You have to pass a 3d vector. Now when you only pass your mouse position, the .z (depth) value will always be zero and thus exactly at your cameras position. So the position in the world will always be your camera position.

How to get screen position at zero depth?

And of course if you take any screen position at zero depth from the camera, you get the camera’s location itself. The frustum hasn’t had any room to fan out. Vector3 screenPosDepth = Input.mousePosition; screenPosDepth.z = 5.0f; // Give it a depth.

How to use camera.screentoworldpoint in Unity?

Camera .ScreenToWorldPoint 1 Parameters. A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). 2 Returns. Vector3 The worldspace point created by converting the screen space point at the provided distance z from the camera plane. 3 Description.

Why does screentoworldpoint always change based on mouse position?

For some reason, and I can’t figure out why, the first vector printed from this statement, the one using ScreenToWorldPoint, is always (-92, 46.8, 69.8). Shouldn’t it change based on mouse position? Thanks! You have to pass a 3d vector.

How does the screentoworldpoint function work in Unity?

It just converts the 2D vector Input.mousePosition into a 3D vector implicitly. That implicit version puts a zero in the z coordinate. And of course if you take any screen position at zero depth from the camera, you get the camera’s location itself.

What does the third parameter in screentoworldpoint mean?

The third parameter means “distance from the camera”, so naturally if the distance from the camera is 0 it must be the position of the camera. Click to expand… Thank you for your answer!