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Question by zqm365 · Sep 26, 2011 at 04:27 PM · onmousedown

Please,Who can tell me The relation between Onmousedown and Camera clipping plane?

Hi,all! I draged the following code to few cubes or anything else in the view of the camera, and set camera: FOV=130, near clip plane=0.3, far clip plane=1000.Now,play the scence. I can drag the cube to everywhere on the screen like the simplest code can do.But wait!!!, if you drag the cube to somewhere the further to the center of screen, release it, and you CANNOT drag it again.It sames that the cube dispeared but you can see it on the screen.But the other cubes near to the center of screen can be click and drag yet. It is not all of my story. If I add camera far clip plane value, e.g. 10000, I can drag everywhere on the screen rather than the cube is on the side of the screen.

Please, who can tell me the relation between the camera parameters such as Far Clipping Plane and Onmousedown()? By the way, I use unity 3.4.

 var screenSpace;
 var offset;
 function OnMouseDown(){
 //translate the cubes position from the world to Screen Point
 
 screenSpace = Camera.main.WorldToScreenPoint(transform.position) ;
 //calculate any difference between the cubes world position and the mouses Screen position converted to a world point
 offset = transform.position - Camera.main.ScreenToWorldPoint(Vector3(Input.mouse Position.x,Input.mousePosition.y, screenSpace.z));
 print(this.name);
 }
 function OnMouseDrag () {
 //keep track of the mouse position
 var curScreenSpace = Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z);
 //convert the screen mouse position to world point and adjust with offset
 var curPosition = Camera.main.ScreenToWorldPoint(curScreenSpace) + offset;
 //update the position of the object in the world transform.position = curPosition;
 }
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