position | A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane). |
eye | By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR). |
Vector3 The worldspace point created by converting the screen space point at the provided distance z from the camera plane.
Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy.
World space coordinates can still be calculated even when provided as an off-screen coordinate, for example for instantiating an off-screen object near a specific corner of the screen.
スクリーンスペースはピクセルで定義されます。画面の左下端は (0,0); 右上端は (pixelWidth -1,pixelHeight -1)。z 位置はカメラからのワールド単位です。
// Convert the 2D position of the mouse into a // 3D position. Display these on the game window.
using UnityEngine;
public class ExampleClass : MonoBehaviour { private Camera cam;
void Start() { cam = Camera.main; }
void OnGUI() { Vector3 point = new Vector3(); Event currentEvent = Event.current; Vector2 mousePos = new Vector2();
// Get the mouse position from Event. // Note that the y position from Event is inverted. mousePos.x = currentEvent.mousePosition.x; mousePos.y = cam.pixelHeight - currentEvent.mousePosition.y;
point = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, cam.nearClipPlane));
GUILayout.BeginArea(new Rect(20, 20, 250, 120)); GUILayout.Label("Screen pixels: " + cam.pixelWidth + ":" + cam.pixelHeight); GUILayout.Label("Mouse position: " + mousePos); GUILayout.Label("World position: " + point.ToString("F3")); GUILayout.EndArea(); } }