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I created some MenuItemfunctions for navigating, which are currently displayed on the menu toolbar. The C# code:

using UnityEditor;
using UnityEngine;

public class Menu : MonoBehaviour {

static void rotateView(Quaternion rotation) {
    SceneView.lastActiveSceneView.LookAt(SceneView.lastActiveSceneView.pivot, rotation);

    SceneView.lastActiveSceneView.Repaint();
}

[MenuItem("View/Front _1")] // FRONT
static void FrontView() {
    rotateView(Quaternion.Euler(0, 180, 0));
}

[MenuItem("View/Back &1")] // BACK
static void BackView() {
    rotateView(Quaternion.Euler(0, 0, 0));
}

// Few more similar functions

}

I came from Blender, where there are shortcuts opening a context menu on the cursor position like this one, opened after pressing U:

Blender context menu

What I want to do is displaying a context menu after pressing P which would display a list of implemented MenuItems. Is something like this possible in Unity?

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You can use ScreenToWorldPoint to convert your mouse positions to 3D coordinates.

Also ScreenToViewportPoint converts your mouse positions to normalized 2D coordinates on current viewport.

Usage:

ReferenceCamera.ScreenToWorldPoint(mouseX,mouseY,distanceFromCamera)

Where

mouseX = ReferenceCamera.ScreenToViewportPoint(Input.mousePosition).x

mouseY = ReferenceCamera.ScreenToViewportPoint(Input.mousePosition).y

  • ScreenToViewportPoint gives you a value between 0 and 1 normalized for the screen you are playing in. Very useful for placement of UI elements on HUD. This is probably what you are looking for.
  • ScreenToWorldPoint is used to get world position. This is useful if you want to create an explosion at x distance from screen for a game with orthographic projection.

Create a HUD. Attach it to camera. Check ScreenToViewportPoint and calculate if the menu should spawn to bottom-right/bottom-left/top-left/top-right so it doesnt go out of bounds. You can track selections through same method.

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