Hi - Does anyone know of a way to figure out the world space position of the screen edges, ie top and left, which does not invoke ScreenToWorldPoint()?
Finding the World Space Coordinates of the Screen Edges
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Why not ScreenToWorldPoint()
?
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Ah, this is where it gets weird. The game starts with a blank screen menu with text. Up until the menu is removed (menu task finished), ScreenToWorldPoint() returns an incorrect x position of -2, when it should be -1.28 (the y position is correct in all cases). Once the startmenu is removed then the correct position is returned. I cannot explain this; there seems to be nothing in startmenu that could cause the error.
I am developing in C# (sorry!), and this behaviour can be reproduced in the ‘SamplyGame’ project, which is a Urhosharp example game.
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Ok, it seems the ScreenToWorld() works ok. The problem is the camera, specifically the projection matrix is altered from the incorrect (square screen) values (M11=2.41, M22=2.41) to the correct value M11=3.87, M22=2.41.
Why the matrix is altered just by closing the ‘menu’ task, is a mystery to me. It is also a mystery as to why the correct values are not there from the get go. Maybe not a mystery to someone else?
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A workaround for this was to wait until the camera projection is correct, then build the scene using ScreenToWorld(). This works, so I guess there is no point continuing this topic.