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Question by Pichuscute0 · Sep 29, 2016 at 08:50 AM · c#raycastmousepositiononmousedownonmouseover

Use OnMouseOver or Raycasting while also displaying a camera texture.

I've been making a first-person grid-based dungeon crawler that has a limited-range mouse look. When using t$$anonymous$$s mouselook, w$$anonymous$$ch rotates the camera wit$$anonymous$$n certain ranges, I'd like to be able to allow for the player to click on objects to interact with them.

The problem is, my game also employs a grap$$anonymous$$cs style where the main camera renders to a texture that is then rendered onto a plane and displayed on-screen by a secondary camera. T$$anonymous$$s seems to make any OnMouse function not fire at all, w$$anonymous$$le making any ScreenPointToRay/ScreenToWorldPosition conversions extremely offset and unusable.

Does anyone know of any settings or workarounds that would allow both the secondary camera to still be the one rendering, w$$anonymous$$le also allowing for positional mouse tracking?

EDIT: The amount of offset seems to be tied to the resolution of the target texture of the camera for some reason.

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avatar image chillersanim · Sep 29, 2016 at 11:59 AM 0
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avatar image Pichuscute0 · Sep 29, 2016 at 07:56 PM 0
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avatar image Pichuscute0 · Oct 04, 2016 at 06:52 AM 0
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avatar image chillersanim Pichuscute0 · Oct 04, 2016 at 08:56 AM 0
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