I would like to show a menu to the right side and at the same y coordinate as a certain gameobject (shown as a green cube in the screenshot).

Therefore I'm trying to get the screen coordinates of the object in my scene using WorldToScreenPoint.

The code I'm using is this:

Vector3 nPos = new Vector3(GlowCube.position.x + GlowCube.localScale.x, GlowCube.position.y, GlowCube.position.z);
Vector3 nOff = Camera.main.WorldToScreenPoint(nPos);

The resulting values however don't look right to me. I have created a red rectangle in order to demonstrate where the coordinates "nOff" would actually be in the screen:

enter image description here

At first I thought I get these strange results because the GlowCube is parented to the case, but since I use GlowCube's world coordinates (GlowCube.postion...) and not its local coordinates (GlowCube.localPosition...), I thought that this wouldn't matter.

What am I forgetting here?

Thank you!


I forgot to take into account that the object's origin is in its center and not at top / left.

The correct formula (if top / left is required) would therefore be:

Vector3 nPos = new Vector3(GlowCube.position.x + GlowCube.localScale.x - (GlowCube.localScale.x / 2), GlowCube.position.y + (GlowCube.localScale.y / 2), GlowCube.position.z); 

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.