Having issues with Unity 2D instantiating at the mouse location, seeking guidance. Any assistance would

After extensive searching online, I still haven't found a solution to my issue. If someone could offer some assistance, it would be greatly appreciated.

The script I'm working on is meant to place a prefab where the mouse has been clicked while another object, being followed by the camera, is falling down. The problem lies in the incorrect positioning of the cloned prefab. Initially, the coordinates at which it spawns are off, and as the object falls further, the prefabs continue to spawn in the same incorrect position if I don't move my mouse. To clarify, I want the prefabs to spawn at the X, Y coordinates in the game world where my mouse cursor is located.

var Xpos: float;
var Ypos: float;
var obj: GameObject;

function Update()
{ 
    if (Input.GetMouseButtonDown(0)) 
    {
        // Debugging
        Xpos = Input.mousePosition.x;
        Ypos = Input.mousePosition.y;
        Instantiate(obj, Vector3(Input.mousePosition.x, Input.mousePosition.y), Quaternion.identity);
    }
}

Answer №1

Perhaps utilizing Camera.ScreenToWorldPoint would be beneficial

Here's an example:

var Xcoordinate : float;  
var Ycoordinate : float;    
var newObj : GameObject;

function Update ()  
{    
   if (Input.GetMouseButtonDown(0))  
   {  
      //debugging
      Xcoordinate = Input.mousePosition.x;
      Ycoordinate = Input.mousePosition.y;

      //Convert screen position to Unity World position using mouse input
      var newPosition : Vector3 = Camera.ScreenToWorldPoint(Input.mousePosition);
      Instantiate(newObj, newPosition, Quaternion.identity); 
   }
}

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