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Question by UnbreakableOne · Aug 05, 2015 at 03:33 PM · aim

Mouse position in 2D.

Hi,

I need to aim with mouse in my 2D platformer game. I want my character to shoot where mouse currently is, as in games like Nuclear Throne.

I've done this with the controller's analog stick, I need to do it with the mouse as well.

I know about transform matrices and Camera.main.ScreenToWorldPoint transform but I can't get it to work properly.

To debug I'm drawing a line between my character and mouse position but it's always off. Here is my latest code:

 Vector3 mouseInWorldCoordinates = Camera.main.ScreenToWorldPoint( new Vector3(Input.mousePosition.x, Input.mousePosition.y, Camera.main.nearClipPlane)) ;
 

Instead of nearClipPlane, I've tried camera's position' Z value, -54, no luck. I've tried zero, no luck either.

At best cases, I get semi correct x value for my aim but y has some negative offset.

Note that I'm using orthographic camera.

I've googled A LOT.

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Answer by Ashkan_gc · Aug 06, 2015 at 07:37 AM

For the ScreenToWorldPoint to work correctly youshould put distance of camera to 2d objects as z component. I mean if your camera is at -54 and objects and z=0 then you should put 54. The distance is always positive so Mathf.Abs(camera.transform.position.z-obj.transform.position.z) is the exact value where obj is one of the 2D objects.

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Answer by WillNode · Aug 05, 2015 at 05:11 PM

try this, your camera should in XY plane and facing forward with negative Z position.

  Vector3 mouseInWorldCoordinates = Camera.main.ScreenToWorldPoint( new Vector3(Input.mousePosition.x, Input.mousePosition.y, -Camera.main.transform.z)) ;
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