Mouse position Y coordinate is inverted

The mouse’s ‘position’ vector seems to be ‘inverted’ in the WebGL build. There was an unrelated issue [WebGL] Mouse position does not update after first frame · Issue #377 · Unity-Technologies/InputSystem · GitHub in this thread: Mouse position webGL , but the GIF there shows exactly what I am talking about:

When the mouse is being pulled down you can see the red arrows going up, and on the right the mouse position goes to (0,0) when the mouse goes to the upper left of the screen.

In standalone build (both with old Input.mousePosition and the new Input System) and in WebGL only with Input.mousePosition the (0,0) of the screen is the bottom left corner.

Am I missing something (is there a setting for this?), is this an intentional change or a bug?

I just found this out too. Very strange. Seems like a bug. Did you ever find a solution?

Yep, inverted for me as well.

This is a known bug, and should be fixed in 19.3

Upgrading to 19.3 did seems to fix it for me. However a friend playing the same build but on a Linux computer still had inverted controls. For me on Windows it seems fine now. Could someone with a Linux install double check this?

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