WorldToScreenPoint returning ridiculously high number

I have a script that will raycast and take the transform.position of the collider hit and another raycast on a second collider hit and take their transform position to create a rect. The original code without worldtoscreenpoint works 100% fine, but as soon as I add that in, the number keeps increasing to ridiculous, near infinite numbers. I tried to figure it out but it just doesnt make any sense how one of the worldtoscreenpoint works properly and how the other worldtoscreenpoint doesn’t. How do I fix this?

using UnityEngine;
using System.Collections;

public class TopCamView : MonoBehaviour {

	public Texture2D randomtexture = null;
	public Camera cameracomp;
	public static Rect selectionBox = new Rect(0,0,0,0);
	public Vector3 originalPos = -Vector3.one;
	public Vector3 currentPos = -Vector3.one;
	// Use this for initialization
	void Start () {
		cameracomp = GetComponent<Camera>();
		//cameracomp.orthographicSize = 
	}
	
	// Update is called once per frame
	void Update () {
		CheckCamera();
	}
	void CheckCamera() {
		if (Input.GetMouseButtonDown(1)) 
		{
			RaycastHit hitorg = new RaycastHit();
			Ray rayorg = Camera.main.ScreenPointToRay(Input.mousePosition);
			if (Physics.Raycast(rayorg,out hitorg))
			{
				originalPos = hitorg.collider.transform.position;
				Debug.Log("raycast original: " + originalPos);
			}
		}
		else if (Input.GetMouseButtonUp(1)) 
		{
			if (selectionBox.width < 0) {
				selectionBox.x += selectionBox.width;
				selectionBox.width = -selectionBox.width;
			}
			if (selectionBox.height < 0) {
				selectionBox.y += selectionBox.width;
				selectionBox.height = -selectionBox.height;
			}
			/*originalPos = -Vector3.one;*/
		}
		if (Input.GetMouseButton(1)) {
			RaycastHit hitcur = new RaycastHit();
			Ray raycur = Camera.main.ScreenPointToRay(Input.mousePosition);
			if (Physics.Raycast(raycur,out hitcur))
			{
				currentPos = hitcur.collider.transform.position;
			}
			originalPos = Camera.main.WorldToScreenPoint(originalPos); //variable that screws up
			currentPos = Camera.main.WorldToScreenPoint(currentPos); //this one for some reason is fine
			Debug.Log(originalPos);
			//selectionBox = new Rect(originalPos.x, InvertMouseY (originalPos.y), currentPos.x - originalPos.x, InvertMouseY(currentPos.y) - InvertMouseY(originalPos.y));
			selectionBox = new Rect(originalPos.x, InvertMouseY(originalPos.y), currentPos.x - originalPos.x, InvertMouseY(currentPos.y) - InvertMouseY(originalPos.y));
		}
	}
	public static float InvertMouseY(float y) {
		return Screen.height - y;
	}
	void OnGUI()
	{
		if (originalPos != -Vector3.one)
		{
			GUI.color = new Color(1,1,1,.5f);
			GUI.DrawTexture(selectionBox,randomtexture);
		}
	}
}

You are self-updating the variable “originalPos” on every frame.

“Input.GetMouseButton(1)” will always be true everytime when the user press left mouse button and “originalPos” will be the result of its last value modified by the WorldToScreenPoint() method. Suppose the user press the left mouse button for 1 second and the game is running at 60 fps, “originalPos” will be modified 60 times (and will turn into incredibly high values)

In order to prevent that, you can use Input.GetMouseButtonUp() or Input.GetMouseButtonDown()
Another way would be to use a local variable (temporary variable) which records the WorldToScreenPoint() position.

Hope this helps.