# Resolution independent mouseposition

Hello simple question, how do i get the mouseposition independet?
I use scripts like:

``````mouseposition=Input.mousePosition-new Vector3(Screen.width/2,Screen.height/2,0f);

transform.Rotate(0f,mouseposition.x*Time.deltaTime,mouseposition.y*Time.deltaTime,relativeTo:Space.Self);
``````

For a player using 16801050 the highest x is 840, but for a player using 800600 the highest x is 400=> the player is turning slower, how do i fix this?

One solution is to use Viewport Coordinates. Viewport coordinates go from 0.0 in the lower left corner of the screen to 1.0 in the upper right of the screen.

``````Vector3 mousePos = Camera.main.ScreenToViewportPoint(Input.mousePosition);
mousePos -= new Vector3(0.5f, 0.5f, 0.0f) * factor;
``````

You can then use mousePos.x and mousePos.y in your Rotate(); You will need to define and initialzie ‘factor’. Given your current code, start with a value of 500 for ‘factor’.

You will have to convert your code slightly to use normalized screen positions like this:

``````// return the normalized mouse position (between 0 to 1) relative to the screen
//will be 0 if the mouse is on the very left
//will be 1 if the mouse is on the very right

float mouseRatioX = Input.mousePosition.x / Screen.width;
float mouseRatioY = Input.mousePosition.y / Screen.height;

//now create a new vector3

mousePos = new Vector3(mouseRatioX - 0.5f, mouseRatioY - 0.5f, 0f);

//mousPos.x and mousPos.y are now between -0.5f to 0.5f
//you could normalize these values if you wanted to get values between -1f to 1f instead

//create a simple rotate speed variable
float rotateSpeed = 100f;

//now rotate, the rotation speed should now be resolution independent
transform.Rotate(0f, mousePos.x * Time.deltaTime * rotateSpeed, mousePos.y * Time.deltaTime * rotateSpeed, Space.Self);
``````