I have a list of things a player can build, and I like the idea of having the actual GameObject they're going to build be its own button.
To that end I've attached the GOs to the camera using this code:
int c = gos.Count;
for (int i=0; i<c; i++) {
GameObject go = gos*;*
<em>Vector3 slot = Camera.main.ScreenToWorldPoint(new Vector3(slots_.x, slots*.y, camera.nearClipPlane + 10));*_</em>
<em>_*go.transform.position = slot;*_</em>
<em>_*}*_</em>
<em>_*```*_</em>
<em>_*<p>This works exactly how I want it to, except there's some elasticity to the position of the GOs no matter when I run the above code. I've tried FixedUpdate, Update, OnPostRender, OnPreRender, etc.</p>*_</em>
<em>_*<p>One suggestion I've seen is to have these objects rendered by secondary camera, but I would like a single-camera solution so I can animate them from their slot in the UI to the ground when they're built.</p>*_</em>