Screen position out of view frustum (screen pos 574.000000, 266.000000) (Camera rect 0 0 1149 531) UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32)

code:

using UnityEngine;
using System.Collections;

public class movement : MonoBehaviour
{
//Variables
public float speed = 6.0F;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
private Vector3 moveDirection = Vector3.zero;
public Transform cam;
public float turnSmoothTime = 0.1f;
float turnSmoothVelocity;

void Update()
{
    CharacterController controller = GetComponent<CharacterController>();
    // is the controller on the ground?
    if (controller.isGrounded)
    {
        //Feed moveDirection with input.
        float horizontal = Input.GetAxisRaw("Horizontal");
        float vertical = Input.GetAxisRaw("Vertical");
        Vector3 direction = new Vector3(horizontal, 0f, vertical).normalized;
        //Multiply it by speed.
        moveDirection *= speed;
        //Jumping
        if (Input.GetButton("Jump"))
            moveDirection.y = jumpSpeed;

    }
    //Applying gravity to the controller
    moveDirection.y -= gravity * Time.deltaTime;
    //Making the character move
    controller.Move(moveDirection * Time.deltaTime);

    if (moveDirection.magnitude >= 0.1f)
    {
        float targetAngle = Mathf.Atan2(moveDirection.x, moveDirection.z) * Mathf.Rad2Deg;
        float angle = Mathf.SmoothDampAngle(transform.eulerAngles.y, targetAngle, ref turnSmoothVelocity, turnSmoothTime);
        transform.rotation = Quaternion.Euler(0f, targetAngle, 0f);

        controller.Move(moveDirection * Time.deltaTime);
    }
   

    Cursor.lockState = CursorLockMode.Locked;
}

}

When you use 2D effect (UI, Line Render…)
You should check elements’s Screen position is not in
camera’s near or far clip