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Cursor screen wrap unity
Cursor screen wrap unity













cursor screen wrap unity

  • y = 1 is the top screen edge coordinate.
  • y = 0 is the bottom screen edge coordinate.
  • cursor screen wrap unity

  • x = 1 is the coordinate of the right edge of the screen.
  • x = 0 is the coordinate of the left edge of the screen.
  • The coordinates range from 0 to 1 for everything that is on screen, meaning: Viewport space is relative to the camera. To make things clearer, let me explain viewport coordinates. Var viewportPosition = cam.WorldToViewportPoint(transform.position) This way, it will work whether you use an orthographic or a perspective camera. The easiest way to check that is to first convert the ship's world position to viewport position, and then do the check. For example, if our ship's x-position is out of the screen bounds, it means that it went off either to the left or to the right. To do this, we can look at the axes separately. We can now tell whether our object went off screen, but we still need to find out where it went off, and then teleport it to the opposite side.

    cursor screen wrap unity

    If at least one render is visible, return true Let's fetch the renderers on Start() and make a utility function to check them: Renderer renderers If they aren't, it means that the object is completely off-camera and thus off-screen. One simple way to do this in Unity is by checking whether the object's renderers are visible. So, the first thing we want to do is to check if the object went completely off-screen. We teleport the object behind the opposite edge, so that it actually looks like its wrapping around instead of being teleported. For example, if it goes over the left edge, we teleport it behind the right edge.

  • Teleport the object right behind the opposite edge of the screen.
  • Did it go over the left edge or right? Top or bottom?
  • Check whether the object went off-screen.
  • The basic idea behind screen wrapping is this: Whether you do it like that or not, whether you have one or multiple meshes, it doesn't matter we're going to make a nice screen wrapping script that works in any case. As you can see in the picture, I prefer to have the mesh parented to the main object. In my case, I have a simple space ship (a cone) with Asteroids-like movement. You can use the ShipMovementBehaviour script from the demo source.

    #Cursor screen wrap unity free#

    Feel free to experiment.Įditor's note: See Clemens's comment for information on making this work in perspective mode.Īdd an object that's going to wrap around and make it move. You'll probably want the camera to be in orthographic mode our screen wrapping will work in perspective mode, but it might not look the way you want it to. Fire up Unity, start a new project, and set the camera position to x = 0, y = 0 ( z can be whatever you like). The second solution is not much more complicated, but requires some out-of-the-box thinking. The first one is easier to wrap your head around. Take a look at the demo below and let's get started! Click the demo to give it focus, then use the arrow keys to move the ship.Īs you can see, there are two ways to do this.















    Cursor screen wrap unity