Godot 3d mouse position reddit 👤 Asked By Supatier I’m trying to get the 3D position of my mouse cursor much like a gridmap coordinates just the X and Y with Z always constant. What I want is to find the point on the ground plane, so the XZ-plane, which my mouse is over in the editor. WHAT HAVE I TRIED SO FAR: So this is the code I have used, to move the 3d object by tracking the mouse. If I hold down the arrow keys no constant movement occurs. This is the only solution I found for good 2d cutout The official subreddit for the Godot Engine. project_local_ray the issue is, the calculations are off, and the 3d mouse is not being rendered at the correct position in 3D space this is strange as m_pos isn't tied to the camera or any movement related scripts. . This you can use to calculate a 3D position. Now on running the scene I want to detect the cells according to mouse cursor position. But because the cards are overlapping in the player's hand, sometimes I hover over two cards at once. I don't know how to make the direction vector take into account the position and rotation of the camera, so it always looks weird. But the warp_mouse_position expects a coordinate in within the bounds of the viewport. extends Node2D var origin export var reach = 30 func _ready(): origin = position func _process(delta): global_position = get_global_mouse_position() position = origin. Or check it out in the app stores The official subreddit for the Godot Engine. This causes the problem (and many the same); If the player is facing right, towards the mouse, and they press down to move vertically down, the run right animation should play. Multiple viewports get_global_mouse_position() not working When using multiple viewports in godot, get_global_mouse_position() does not work properly, so you need to do a little bit of conversion yourself to fix it. extends Node var mouse_pick_ray_length = 1000 # cast a ray from camera at mouse position, and get the object colliding with the ray func mouse Get the Reddit app Scan this QR code to download the app now. Basically it lets you assign the values on each node that has that script attached. I think in future it would be good to have "key frames" for velocity rather than position so that detailed movement during an animation is still possible while cleanly interacting with physics objects. my goal is on mouse click get mouse position and cast ray into these coord. position = get_local_mouse_position(). x: # its in the red area of the example. get a ground position or other intersection point. position) var to = from + project\_ray\_normal ℹ Attention Topic was automatically imported from the old Question2Answer platform. The official subreddit for the Godot Engine. I tried using a position 3D like an anchor point/position to be the direction to move towards but couldn't really make it What's the current best/simplest/easiest method to allow the user to click on a 3d object and interact with it. Matching mouse position / input between 3D and a 2D interface in a SubViewport `event. Thank you. In my 3D node I have a Viewport with my 2D scene as its child. Use Camera3D. get_global_mouse_position returns a Vector2, representing the cursor's location in the global reference frame, so you need to get a vector that points from RigidBody2D's global_position (also a Vector2 in the same global reference frame) to the mouse's. You shouldn't need the absolute mouse position anyway, just have something like view_yaw and view_pitch variables, then in _unhandled_input add the event. but i also have a Penalty where the controls are inverted (if you go up with the mouse the ball go down same goes for down the ball go up) Get the Reddit app Scan this QR code to download the app now. project_ray_origin(mpos) var direction := positions are only correct at (and very close to) the origin (0,0,0) - otherwise the point is in the correct "direction" from the origin, but not under my cursor. 2. I'm trying to make a Godot arcade style shooter. intersects_ray( camera. I can't seem to project the 2D point of the mouse cursor on the screen to a sensible position in the 3D game environment which causes the zoom to The official subreddit for the Godot Engine. If anyone here played Warframe i'm looking exactly for something like the Bullet Jump or Androxus move skill from Paladins. Or check it out in the app stores The official subreddit for the Godot Engine. I'd like the player node to be able to call a function like get_reticle_location(), and get (in world coordinates) where the I have a hierarchy like this: Control > TileMap > HBoxContainer > Button > Button And I've connected to the button presses in my script (attached to View community ranking In the Top 1% of largest communities on Reddit. (get_global_mouse_position(). x, rect_position. Mouse position Ray origin is where Godot says your mouse is at in the 3D space. But I'm having trouble moving the guns model to face the mouse. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each other. Feel free to post questions or opinions on anything that has to do with 3D photogrammetry. y: # its in the blue area of the example. I have global coordinates, and I want to move the mouse to the position on the screen that corresponds to the global coordinates. How to detect mouse click in 3D space w/ Gridmaps . relative. Is there any way to fix this issue? 3D Mouse position on Plane in EditorPlugin gives weird coordinates I'm working on a simple plugin. I need if there is already one press on the screen (that is, it is dragged) to return the coordinates of Var pos is your isometric position (in the world), var mouse is your isometric mouse position (in the world) and var to_mouse gives you a vector from your position to the mouse position (I think). Input. I understand mouse positions are only 2D, but is there a way to access say the Spatial Editor Viewports Camera, inorder to get the transform data? The official subreddit for the Godot Engine. A simple 3d node scene has a gridmap node and a camera with 45 degree rotation - looking at the grid. project_ray_origin(position2D), camera. As just answered in the Godot Q&A section: You'll need to save and redraw all previous rectangles for that: extends Control var mouse_pos = Vector2() var dragging = false var drag_start = Vector2. Please specify for what you need the mouse position and what kind of mouse position you need? do you need it relative to the viewport? relative in the 3d world? do you need the point the mouse intersects with the surrounding if a ray were shot out from the camera through the mouse? I am looking for the "correct" way to pick 3D objects on mouse click. normalized() var dist_to_target = I've stuck on the same problem for about a week. Returns the mouse's position in the CanvasLayer that this CanvasItem is in using the coordinate system of the CanvasLayer. GameMaker Studio is designed to make developing games fun and easy. get_mouse_position() position3D = Vector3. the good thing about a 3D mouse is, although it is a child of the player, it doesn't actually require to be tied to player translation and is Throw 3D ball at mouse position so, i have this dodgeball game that i just started making, how can i make the ball be throwed by the player at the mouse position? I have a code that kinda does it, but the 0, 0 coordinates are in the center of the screen and idk how to make the 0, 0 coordinates at the player position It's ok if I need some parameters from camera's current position and rotation. Think about it: the screen is limited by the bounds of the viewport, but the world goes from -infinity to +infinity on all 3 (or 2 if 2d) axes. position) func The usual issues of mouse position in 3D are being annoying though so I ended up using raycasts (I haven't used them before cause I didn't get around to it) by adding a raycast, setting it's z to -100 or so as a "cap" on the distance so I could have a target to shoot at even if there's not something at the end. normalized() * 100. How can I do this in a simple way? I only need to rotate the cat’s y ℹ Attention Topic was automatically imported from the old Question2Answer platform. " r/godot • Godot 4 3d is Viable alternative. y, rect_position. call_group("units","move_to",result. I tried out the code, but it doesn’t work as I’d like it to. The red graph shows the blend space where y=1 is run_forward, y=-1 is run_backward etc. normalized() changes the local mouse position vector to always have a distance of 1, which is why when we multiply this vector with 100, the target sprites always appears at a 100 pixel distance from our player, while also keeping the direction of the mouse position. This line also does nothing because it's just an expression and the reuslt is lost to the void: PlayerToCameraDistance * 20 Hello, I know how to draw a line from one point to another, but how can I draw a line from a point to the mouse position? I would like to be able to click to set the starting point, and then click again to set the end point (but drawing the line live, while get_global_mouse_position() works for me without issue in Godot 4 alpha1. I got the player rotating working, he looks at the mouse position but I really want to be able to pan the camera towards the camera the player is facing. i'm trying to make a 3d node look at the mouse The official subreddit for the Godot Engine. 3? Using MOUSE_MODE_HIDDEN and MOUSE_MODE_CONFINED_HIDDEN moves it to another location and MOUSE_MODE_CAPTURED locks it at the center of the screen. I'm trying to some arm sprites to aim at the mouse, and whilst I've got the relative mouse position worked out (0,0 returns when the mouse is over the sprites anchor), I can't figure out how to then get the sprite to look at the mouse - instead it either spins wildly or is looking the wrong direction. This Viewport is the ViewPortTexture for the Spritee3D (child of Board). Any tips for avoiding battery drain for 3D games on Steam Deck? If both war_scene. If you want it to follow the mouse then you need to project the mouse position into 3D space onto the plane you want the cube to be moving on, and then move the cube to that position. x < global_position. I'm stump. var 3d_position : Vector3 = camera. However depending on the exact effect you want, and how far the camera is from the model, it may not look good. x The official subreddit for the Godot Engine. This is a community to share and discuss 3D photogrammetry modeling. Captured); 4. get_mouse_position()` `var ray_origin = camera. Basically, I'm using viewports to render the game in x2 resolution. Meet your fellow game developers as well as engine contributors, stay up to date on Godot news, and share your projects and resources with each You have to use vector math. how to get mouse position . Let's say the mouse is at (0, 0). global_position = get_global_mouse_position() # Same as `self. and using the input_event signal to update the mouse position. I'm having trouble with moving my character to a position on the map that is ray-casted from the camera. Is there a way to get the coordinates? This is 3D, so how much the cube appears to move will be based on its distance to the camera. Godot 4 Question In Godot, if you use get_global_mouse_position() with InputEventScreenTouch, a situation may arise where, if the first press is already active, the function continues to return the coordinates of this first press, and not subsequent touches. Working on an oldschool 3D platformer (Godot 4. I’ve made some progress with it but am having trouble It's ok if I need some parameters from camera's current position and rotation. pos, but it seems like global coordinates or something. In addition there's a cursor like in the Pikmin games. tech support - closed Vector3 = camera. x No idea what's body_anim. hello guys, I want to know how to get mouse position, I used event. Get view port. When you take a node's global position, you get a position that is somewhere on this infinite plane. var from = project\_ray\_origin(event. Or check it out in the app stores TOPICS. Hello everyone. Or check it out in the app stores Home; Popular; TOPICS. project_position is the Godot equivalent function. Why does Godot have a 2D/3D/script switcher instead of just splitting scene and scripts into tabs? upvotes Hello! I have a 2D viewport inside a 3D world. Or check it out in the app stores TOPICS Get Mouse position in 3D World Godot 4 3d character controller ps1 style upvotes This is the issue: position = get_global_mouse_position() you're setting position in relation to the parent to be the same as mouse position in relation to the CanvasLayer. button_index == BUTTON_LEFT: if event. Or check it out in the app stores Home A community for discussion and support in development with the Godot game engine. project_ray_normal( get_viewport(). Whatever position you create, apply the final Vector3 position to your mesh and be done. Issue with mouse position after setting mouse position using warp_mouse on mac . Technically speaking, it does detect collisions, and there seems to be a logic between the tiles detected and the movement of my mouse. Or check it out in the app stores For that you need to get the mouse position by doing something like current_position. war_scene. So how to update the mouse position smoothly in Godot 3. I could use some opinions or suggestions on how to fix my issue. x to view_pitch and the character Y The red cross represents where the mouse position is being calculated (adjusted for the raycast), whereas the green cross represents a position node with a sprite - outside of the viewport: Code to update the raycast (inside the Viewport Container and has changed a lot while testing, but I got the same result as far as I can tell): The official subreddit for the Godot Engine. I'm currently implementing a mechanism for my character to rotate to the mouse position, but I couldn't get it right. Plays nicely, not much in the way of frame-drop, but the battery life drains *fast*. Instead you may want to project the mouse position onto a plane parallel to the camera that intersects the model's position. I'm thinking something like: Get the camera's rotation matrix (which determines where it's facing) Raycast from a 2D point on the screen (the mouse position) in the direction determined by said rotation matrix To get the position in 3D the mouse is hovering over in Godot 4, you first need to get the mouse position and the current Camera3D: var viewport := get_viewport() var mouse_position := viewport. button_index == MOUSE_BUTTON_LEFT: if event. pressed: start_pos = get_viewport(). position don't give the same position as get_global_mouse_position(), but the main problem is that it's only updated on mouse movement. Or check it out in the app stores When I get the global_position of the mouse, this presumably returns the screen position of the mouse. get_tree(). ) I did some googling and found this: https Get the Reddit app Scan this QR code to download the app now. I am confused between the different set of coordinates. The warp_mouse_position is to blame here. get_global_mouse_position()? That seems to work FWIW. I'm working on a top down shooter (3d). Any tips for avoiding battery drain for 3D games on Steam Deck? A community for discussion and support in development with the Godot game engine. global_position. Then there’s the stuff that makes you move. event. 1) Get the Reddit app Scan this QR code to download the app now. project_position( mouse_pos, 20. I have built a camera control system where, when the player right-clicks, the mouse cursor is hidden and the camera is 'unlocked' to allow camera rotation around the player. get_local_mouse_position This creates a HUD with 3D elements no problem, but trying to interact with the HUD elements has so far been very difficult, as I'm not sure how to find the correct 3D mouse position to click on the HUD elements, and then how to correctly move around the HUD elements, as the local (x, y, z) coordinates do not correspond to both the mouse Then you need to get mouse position. pressed: Get the Reddit app Scan this QR code to download the app now Just wondering if there is any advice on how I can make this selection thing as all the videos are for Godot 3 or for 2D games and mine is a 3D game. 👤 Asked By Supatier I’m trying to get the 3D position of my mouse cursor much like a gridmap coordinates just the X and Y with Z To get the position in 3D the mouse is hovering over in Godot 4, you first need to get the mouse position and the current Camera3D: var viewport := get_viewport() var Camera3D. I'm working on a 3D top-down style shooter where the player always faces the mouse cursor. You can calculate the position of the mouse cursor on the screen by subtracting the variable holding value of the vector2 in step 2 , to the relative position of the mouse. let me see if I can just put them right into reddit. target_sprite. Gaming Weird issues with setting a node's position (Godot 4 beta 5) Get Mouse position in 3D World My problem is that my player faces towards the mouse. get_mouse Getting started with my godot journey, and having a little trouble figuring out some stuff in 3d (coming from the Unity engine). I want to get the mouse position relative to the Node2D, but neither get_local_mouse_position() nor get_global_mouse_position() map to the plane. But it seems like control nodes inside a viewport detect the position incorrectly (as if it mouse position was used without scaling). Or check it out in the app stores Hello so i have a project where you can spawn objects at the global mouse position, but i dont know how to modify that position when i zoom in the camera, so how can i get the "zoomed" mouse position Godot can do a platformer or a 3D game) The official subreddit for the Godot Engine. reReddit: Top posts of August 27, 2019. get_mouse_position() var camera := viewport. Here is my code for the mouse raycasting: r/godot • My game running on a Steamdeck devkit. You're going to have to translate the mouse position on screen, to 3d coordinates on your quad, then convert those again to a position within the viewport. Since the player doesn't control the camera with the mouse, they should be able to click on any visible tile. To see whether a card is being hovered, each card has a CollisionShape2D and checks if the mouse entered it. 2 Question I’m trying to prototype a simple infinite runner-style minigame, using the mouse position to control the player’s position on the x-axis. distance_to(get_global_mouse_position()) Because two lines later you simply reassign the variable to the camera's global_position, overwriting anything you calculate here. position = mouse_pos2D` `event. I am basically trying to create a drag and drop functionality in a 3D environment i have looked everywhere and nothing worked i have no idea how to do this, please help Try using get_mouse_position in the _process function instead. The reason I put @export in front of those variables is because that will expose those variables to the node inspector on all nodes that have that script attached. if get_global_mouse_position(). I have a game where when you click in empty space, you fly in that direction How do you get the relative mouse position in 3D? Help I'm using Godot 4, trying to get things working for my aiming but the best i could do was hook up the actual mouse motions to my rig to test stuff out. Your approach is entirely wrong. func _unhandled_input(event): if event is InputEventMouseMotion: translation = Vector3(translation. global_position and event. Now even if I'm making an isometric game where the player currently rotates and moves to where the mouse is. ZERO var rectangles := [] func _unhandled_input(event): if event is InputEventMouseButton and event. SetMouseMode(Input. So as you are picking the global position of the mouse, use the global position of the object. get_global_mouse_position()`. Find the vector between the player's current position and the mouse cursor Multiply the above vector by -1 Set the player's velocity to (0,0 This subreddit is dedicated to providing programmer support for the game development platform, GameMaker Studio. In Unity, I can convert the mouse position from screen to world in a simple ScreenToWorldPoint() functino, but I can't for the life The official subreddit for the Godot Engine. dagger_point_player. The ray normal is the direction of where your mouse is pointing in relationship with the camera rotation. When it touches the ground (using layers might be a must), you get the world position. basis. z. To be precise, I want to have the mouse pointer movement inverted -> player controls mouse, like in the Godot Engine editor. y = get_global_mouse_position(). Invalid call. Are you trying to rotate around a point based on the mouse position? Pick an initial position by projecting the mouse, then rotate Godot Version. However, the tiles that are detected are not the one that are under my mouse, there seems to be an issue with a position offset and a rotation. Internet Culture (Viral) Amazing I'm currently trying to get the mouse position in godot 3D. I have a 3d game with a cat at 0,0,0 that needs to point towards the mouse. position. Reddit . MouseMode. From my research it seems to me like there are multiple different kinds of coordinates within godot. x + rect_size. move_toward(position, reach) Which temporarily sets global_position then accesses it via position as a super hacky way to get the mouse coords into local space. I've tried the following (C# code), but it's off 176K subscribers in the godot community. This is because I don't know how to convert 2d positions to 3d positions, please help. What I'm trying to do is simple - just launching a ball from a fixed position in the direction I'm pointing. How would I get the global position of the mouse inside the secondary viewport? The question is: what global position do you want to get? Global position is a position in a global coordinate space (duh!) and for a CanvasItem (like Node2D) global coordinate space refers to the coordinate space of the CanvasLayer the given CanvasItem belongs to The official subreddit for the Godot Engine. <Area2D node>. Deploy them across mobile, desktop, VR/AR, consoles or the Web and connect with people globally. I just dont understand what it means, sorry i started godot week ago, i know nothing about programming. rotation. x + event. I'm thinking something like: Get the camera's rotation matrix (which determines where it's facing) Raycast Then find the 3D position and direction of the mouse position projected into 3D space from the camera. if get_global_mouse_position. Welcome to SketchUp's home on reddit: a place to discuss Trimble's easy to use 3D modeling program Get the Reddit app Scan this QR code to download the app now. global_position = mouse_pos2D` `if event is InputEventMouseMotion:` `if last_mouse_pos_2D == null:` `event. How do I get the Vec2 position of a 3D/Spatial object on the camera view? . I have the camera set to be between the mouse cursor and the player (2d game), so If I don't move the mouse, but I move the player, the camera moves and the ui element goes to The official subreddit for the Godot Engine. I'm having some trouble with setting the mouse position. get_camera_3d() Then we can get the origin and direction of the ray for that point: If you know the distance from the camera to your simulated mouse plane and you know the x,y position of the mouse on that plane (where the camera is pointing at 0,0) then you can define a vector from the camera to the mouse just using those 3 numbers, no math needed. Here is what I have tried it always returns blank. x * 0. The issue i am running into is i am unable to get the grid value based on mouse position I tried function world to map but it needs a local mouse I'm trying to move a project from Unity to Godot and from 2D to 3D. 3. 0 ) or use a raycast to e. y > global_position. project_position with a z_depth of 0 to get the position of the cursor in 3D space, then make the head look at that point. But can't you just use get_local_mouse_position()? Also what you're printing in the video is clearly something else as you're printing a Vector2 in there (and the mouse_position from the snippet above is just a float). View community ranking In the Top 1% of largest communities on Reddit. I'd say that question is long out of date. then get the mouse position and add r/godot • My game running on a Steamdeck devkit. Can someone help explain how to create an object at the cursor position when the mouse clicks? Thanks. ) It doesn't matter if it's 2d or 3d. Might be similar and worth a try You cast a ray from the camera to the mouse location in the screen. I struggled with this for a day before finally figuring The official subreddit for the Godot Engine. See what your fellow developers are up to, get help or advice for your own projects, and be notified about updates (fixes, changes, new features, etc. get The official subreddit for the Godot Engine. Should I be ignoring the event. relative = Vector2(0,0)` `else:` `event I'm having some trouble calculating the direction from a point in 3D to where I click with the mouse. Now use one of the different camera nodes project functions to get a 3d position for your mesh. the From the docs, this is what get_global_mouse_position() returns: . But if the parent move it will create a huge mess. get_mouse_position() yet. I can use get_local_mouse_position(), but I'm not sure how to convert that to cell coordinates. In Godot 4 it works. And it only updates the mouse position 1 time. y View community ranking In the Top 1% of largest communities on Reddit. Try this code out - that is all you need for an example. 4. g. Reply reply mouse_position = get_global_mouse_position(). direction_to(mouse_position) Releasing a Godot 4, 3D, web game I have an intersting problem I'm trying to solve with tool script, I need to get a 3D position associated to a mouse click from the Spatial Editor Viewport. Then in _process set the camera. Position is relative to the parent, if the parent is static on the (0,0) or (0,0,0) in 3d, so position will be exact the same as global position. The reticle is moved around on the CanvasLayer with get_global_mouse_position(), but this returns screen coordinates. position entirely and using something like map_player. Once you get that working you can learn about BUT in the -y axis the ball is controlled by the mouse (if you go up with the mouse the ball will go up too same for down) So my code is fairly simple : self. project_ray_normal(position2D)) Godot 4. Find the character's position in the viewport local coordinate space, then use that to the mouse's position in the viewport. Also can mention Half-Life noclip function, where you move towards where you are pointing you mouse. Question. It's very standard (maybe except particular naming) for game/render engines: scene tree graph, nodes with hierarchical transformations (matrices). It's easy enough to capture the location where the mouse was originally but i'd like to know if there is anyway way tell godot that i want the position to stay locked to the last place i made it visible. UP) var forward_dir = -global_transform. reset the cursor position to be at the center of the screen , can be achieved by setting mouse mode to captured Input. My game features a 3D top-down view of a planet that can be rotated and zoomed in and out. If they're in different canvas layers (but same viewport I'm searching now for some hours in the official documentation, via google and several tutorials, but can't find a way to invert y-axis of mousemotion / mouse movement or mouse input in Godot Engine. dagger_point_player and self (the node to which the script with this line is attached to) are in the same canvas layer then this should work: . The official subreddit for the Godot Engine. For example if i had a game of 3d pong and dozens of balls flying all over the place, how could i allow the user to click on a ball to kill it for example? What I'm trying do is translate the position of the cursor in a 3D node to its relative position in a Viewport. and move the pieces smoothly. More posts you may like Related Godot Game Engine Software Information Hello! I'm new to Godot and game coding in general and have decided to get more familiar by starting a personal project: a simple 3D RTS. Any help is greatly appreciated! if event. any help? I'm working on fog In MOUSE_MODE_CAPTURED the mouse should be hidden automatically. Learn Vectors and Transforms and you'll learn I'm trying to make a first person 3D RigidBody Character movement script and I got the movement to work but I keep getting errors "unexpected 'identifier' in class body" and "Cannot call method 'get_mouse_position' on a null value when I hide line 44 so i have code to tell what side of the player the mouse is on in the x axis and in the y axis, get_global_mouse_position(). This 2D viewport is rendered onto a PlaneMesh texture. x) var y_clamp = clamp(get_global_mouse_position(). So that I can place some cubes where the cursor is, at least for the beginning. Meet your fellow game developers as well as engine Instead you want the viewport local position of the mouse, and to project the character's world position into the same reference space as the viewport space, then get the direction from the character to mouse. Here's an implementation that can either move the position with fixed orientation or can also point the cursor object. Adding the start and end position value to the players current position at the time the player attacks then give the desired animation. 3D mouse following with raycast . This works brilliantly when the camera is stationary, but when the player (and thus 3. 5. y. Finding the Point on a plane corresponding to the mouse PlayerToCameraDistance = player. Moving my player character works fine. x, global_transform. The way you do this is you subtract the start point from the end point: # let body be your rigidbody var mouse_pos = I believe it is meant to be relative velocity since it tells you the "Mouse position relative to the previous position (position at the last frame). This one works with keyboard. Basically, I want to be able to interact with entities in the Viewport from my 3D scenes. z) look_at(look_at_target, Vector3. Godot "positioning system" is not unique to Godot. ) look_at(get_global_mouse_position()) Reply reply Top 1% Rank by size . So after you have that script attached to your camera for example, then you should see a "Min Bounds" The problem I’m having is that I am not sure how to convert the mouse coordinates which are in 2D to a 3D position for the cube. However if the mouse is on the backside of a wall, the character moves and rotates towards it instead of following the ground. Nonexistent function 'get_global_mouse_position' in base 'Node'. 01, 0, I'm working in a 3D game and I need to get the mouse position in the x and y axis, in the 2D I used to use get_global_mouse_position() but it doesn't EDIT 2 SOLVED using "look_at(to_global(mouse_position_local))" . The camera has some vectors which are its up and left The mouse position only exists in the 2D space of the viewport. Using input event mouse motion or global position / relative only returns in pixel units, i need the 3D units. x - body_anim. Just make sure you get your XYZs in the right orientation. Share I have a Node2D scene that is a child to a Viewport node; a Sprite3D with a ViewportTexture displays it in a Spatial scene. You have the vector of your center part of your camera. y, target. I'm making a card game. I want to raycast from the 3D world and if the raycast hits the PlaneMesh texture, I can "translate" the raycast point onto the 2D world within the viewport. strange things happen when it reaches the position lol ( I post the video) Try something like this to fix it: func _physics_process(delta): if target != null: var look_at_target = Vector3(target. WHAT AM I TRYING TO DO: Make a 3d object move by tracking the movement of the mouse in only the XZ axis. articles on new photogrammetry software or techniques. Links to different 3D models, images, articles, and videos related to 3D photogrammetry are highly encouraged, e. 2. I tried checking "handle input locally" inside the viewport settings, but it doesn't seem to affect anything. project_ray_origin(mouse_pos)` `var ray_end = ray_origin + camera. origin. var origin := camera. Or maybe a distortion, I'm not exactly sure. Okay so be aware I have not tried Godoy 3d yet, but I did this in Unity and Unreal. Unity is the ultimate entertainment development platform. I have it working with an Orthogonal Camera with this code: Godot has a nice feature called Exports. warp_mouse_position() was the solution I found, but the function appears to no longer exist. and I want to associate actions with these tiles. Use Unity to build high-quality 3D and 2D games and experiences. I'm using _g to indicate which values are in Godot Version 4. That way Godot is asking the OS where the mouse is every frame, instead waiting for the OS to tell Godot the Hi all, I'm making a 2d game, and the player has a reticle they move around that is tied to their mouse's position. r/godot • Mouse Raycast in Hi Guys I'm learning bevy and I'm trying to make a raycast going from the cursors screen position out to the world. Maybe make a minimal project with your issue still present and share it here. Get the Reddit app Scan this QR code to download the app now. x, Vulkan, 3D All i need is to get the position, rotation, and the position of preview block when size is changed (so that the cube always grows against the block that was clicked on while relying on nb_initposvariable) Also, The arrow that points to mesh size is the current Mouse's 3D Position. ZERO position3D = dropPlane. . I can't find what it The official subreddit for the Godot Engine. relative values to those (also clamping the pitch between -PI/2 and PI/2). A question about projecting mouse cursor onto 3D environment with project_ray_origin() Hi! I have a 3D top-down shooter, and I need to project mouse cursor onto 3D environment to find out it's position in 3D world. uwmeaa cexd nzwvse sibdwd juvwnq ebale wghbgu qktu pyzml sifdhw