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Question by Amon · Apr 12, 2018 at 03:33 AM · c#camera

Overriding Camera.main.ScreenToWorldPoint's z value?

I'm wondering how I would go about this.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class CController : MonoBehaviour {
 
     [HideInInspector]
     Vector3 pos;
     [HideInInspector]
     float speed;
     [HideInInspector]
     float jumpheight;
     [HideInInspector]
     float gravity;
     [HideInInspector]
     int isjumping;
     [HideInInspector]
     int canjump;
     [HideInInspector]
     int isfalling;
 
     void Update () {
         pos = Camera.main.WorldToScreenPoint( this.transform.position);
         
         if ( Input.GetKey(KeyCode.LeftArrow) &! Input.GetKey(KeyCode.RightArrow ))
         {
             pos.x -= 10.0f * Time.deltaTime;
         }
         if (Input.GetKey(KeyCode.RightArrow) & !Input.GetKey(KeyCode.LeftArrow))
         {
             pos.x += 10.0f * Time.deltaTime;
         }
         pos.z = 0;
         this.transform.position = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, pos.z));
         
     }
 }

The above script is attached to my player sprite. When I run the game in the editor the player is invisible because it adopts the same -10 value as the camera. Even though I put pos.z = 0 the conversion back to World co-ords still reverts back to -10 for the z value.

How do I override this or is there a better way using layers to make my sprite visible?

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Best Answer

Answer by avvie · Apr 12, 2018 at 10:07 AM

I am not sure what this script is trying to accomplish exactly to provide more insightful information. ANyway I did fix your problem, but i did not make any attempt to optimize it

 void Update () {
          pos = Camera.main.WorldToScreenPoint( this.transform.position);
          
          if ( Input.GetKey(KeyCode.LeftArrow) &&! Input.GetKey(KeyCode.RightArrow ))
          {
              pos.x -= 10.0f * Time.deltaTime;
          }
          if (Input.GetKey(KeyCode.RightArrow) && !Input.GetKey(KeyCode.LeftArrow))
          {
              pos.x += 10.0f * Time.deltaTime;
          }
          
          Vector3 temp = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, pos.z));
          pos = temp;
          pos.z = 0;
          this.transform.position = pos;
          
      }
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