Camera projectionMatrix.

I read a lot of topic that cover the projectionMatrix, but still I don’t get how it works…

shouldnt Camera.main.projectionMatrix.MultiplyPoint3x4(someVectorWithCameraCoordinates);

be the same as Camera.main.WorldToViewportPoint(sameVectorWithWorldCoordinates); ? except that now the vector is normalized?

I wanted to know a way of getting a custom rectangle that isnt just starting coords. plus dimensions.

Something like making a rectangle with start coords and two other vectors that tells me where it ends accordingly to the camera projection…

Im not making myself too clear… let me start again…

Is there a way to know for sure if i click inside a cube with the mouse’s position of the screen? Even with the false sense of depth the camera provides?

Ehm… Im not too sure about all your matrix talking, but if you somply wanna check if you clicked within a certain area, just use Camera.ScreenPointToRay which returns a ray emitting from a point in x,y in your image plane.

Ok, with that you make a Ray following the camera’s frustum… Now I have to create a RaycastCollider for that? I havent done anything with rays until now, so I didnt knew those things…

Thx for the tip!