Looks like I have found what I sought. Without raycasting it is possible to get 3d position from 2d input co-ordinates. camera.screentoworldpoint(x,y,z) generates a 3d point in a plane, z distance far from the camera.
Idea is: at least one point must be known in 3D. Lets call it origin. Now calculate z distance from camera and use it as z argument within screentoworldpoint() method. This way, we can generate a worldspace point within a plane.
When user move mouse up or touch ahead, they want objects to go ahead. But the readonly Y field of camera.screeentoworldpoint(vector3 screenspacepos) will make them to go up!
So we flip converted axis here. Now if we use Y value as Z, what happens about Y position of converted point? Lets us remind this at last. For now, lets talk about X value of converted point’s position. From the FOV of camera and origin’s x and detecting going left or right, we can deduce X co ordinate.
Consider the case of a footbal. The more strong kick, the more we expect the “velocity” of ball. And the more close the ball’s angle w.r.t Z axis, close to 45 degree we expect. Becaue angle of a projectile should be 45 to get maximum horizontal distance. From the screenspace input data vs time.time, we can get a velocity reading, which can be used as velocity. And we can interpolate angle too. With angle and velocity, we can accurately measure del-Y(difference of Y between “processing point” and “origin”) for Given Z distance from origin. So Y of ball=origin’s Y+del-Y
Lets review back X component:
For orthographcis camera, X component of converted point=origin.x + or - delZ*tan(fov/n)
here delz is difference of z component between ball’s converted point and origin. n is a modifier which must be less than 1. As we lookup 3d poin up or down from middle, this value will be smaller. + or - depends, as we are going left or right. For left, unity x is lessened, so we have to minus this delz*tan(fov/n). For right, we have to add this.
By the way, fov is field of view of camera.
Hope this helps anyone for this matter.