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Question by nagarjunachada · Sep 10, 2016 at 08:54 AM · cameraresolutionwidthmain camera

Need Help in understanding ScreenToWorldPoint

Hi,
I am new to Unity. I am working on a space shooter tutorial and i want to move the player object with in the bounds of the phone screen. After a lot of googling i found below code and it is working as expected.

Vector3 minScreenBounds = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 0)); Vector3 maxScreenBounds = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0));

I have tested this in my android device and it is working great. I was wondering how the ScreenToWorldPoint method is returning exact bounds of my phone. I have seen its documentation and i could not understand it. I would be thankful if anybody explains it.

Thanks In Advance.

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avatar image gjf · Sep 09, 2016 at 07:09 PM 0
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Screen.width & Screen.height contain the dimensions - what's not to understand?

avatar image nagarjunachada gjf · Sep 09, 2016 at 07:14 PM 0
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In the first statement we are taking the co-ordinates (0,0,0). When i added logs, the logs shown negative values for x,z. and the second statement is having screen.width and height. it gave positive values. I was wondering how the (0,0,0) co-ordinates gave the lower bounds of the screen.

avatar image Sergio7888 nagarjunachada · Sep 10, 2016 at 09:07 AM 0
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in any square the four corners are (0,0),(0,width),(0,height) and (width,height).

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