I don’t see the problem here.
#pragma strict
var Block:GameObject;
var hit:RaycastHit;
function Start () {
Screen.lockCursor = true;
}
function Update () {
var distance = hit.distance;
if (Input.GetButtonDown ("Fire1")) {
var fwd = transform.TransformDirection (Vector3.forward);
var mousePos = Input.mousePosition;
//mousePos.z = Physics.Raycast (transform.position, fwd, hit.distance);
//mousePos.z = 3;
mousePos.z = distance;
var objectPos = Camera.main.ScreenToWorldPoint(mousePos);
Instantiate(Block, objectPos, Quaternion.identity);
}
}
It instantiates it at the camera