I have a 3D scene and use Camera.main.ScreenToWorldPoint(Input.mousePosition) to find out where to put the particle I want to instantiate. But this doesnt take into account the angle of my camera.
What I want to achieve is that the mouse trail that the user drew is made visible via particles. But it shouldn’t look like they were in a 3D scene but rather as if this trail was 2D flat on the user’s screen. So let’s say my camera is looking at the scene in a 60° x-angle with a 25 field of view. Normal instantiations make the objects on higher y positions bigger than the ones at lower y positions.
Any pointers to this topic would help
oh yeah and my prefab will always be instantiated on the same position, no matter where exactly i clicked
so with 1) you mean get the point in the real 3D scene that I clicked on?
Your solutions makes sense to me, I will try it out asap.
But nevertheless: mine cant be the right approach if I want to display the created trace only to the player screen without being rendered in the world, right? Moreover I think that lighting will interfere with those particles. I recently found the LineRenderer. Is that maybe more suited?
Basically, I want to redraw the player’s gesture and make it a little bit more beautiful.
This isn’t really working for taking the gesture via Input.mousePosition.
It is somehow so tilted and close together that I can’t even see a pattern. Maybe it wasn’t clear that I actually want to grab Input.mousePosition instead of some 3D coordinate. Somehow I thought wrong I guess