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?