touchMarkerObjects[fingerId].transform.position = mainCamera.ScreenToWorldPoint(Input.GetTouch(fingerId).position);
When I use this line of code it's setting the touchMarkerObjects Z position to -1308 which makes it not render. The camera is at 0,0,0 and is set to Orthographic. Even if I add a line after or try to use only the X/Y of ScreenToWorldPoint in a Vector3 for the transform.position change it still sets the value to -1308.
How should I go about using this to update the objects position without having the Z index affected?
Thanks, I'm certain it's a relatively simple thing I'm overlooking. I hope this is the easiest way to relay the issue.
On start, get the default z
axis of your GameObject. Save the value from mainCamera.ScreenToWorldPoint(Input.GetTouch(fingerId).position);
to a temporary variable. Overwrite the z-axis of the result with that original/default variable before using it. If the z axis of your GameObjects is 0
, simple overwrite it with 0
.
float defaultZ = 0f;
Or
float defaultZ = touchMarkerObjects[...].transform.position.z;
then
Vector3 tempValue = mainCamera.ScreenToWorldPoint(Input.GetTouch(fingerId).position);
tempValue.z = defaultZ;
touchMarkerObjects[fingerId].transform.position = tempValue;
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