
As stated in the documentation, Event.mousePosition uses the top-left corner as the origin, while Camera.ScreenPointToRay uses the bottom-left corner as the origin. When reading the mouse position in Unity, we deal with pixel to the project. Enable this check box, then press the control key to see the pulse. The last item on this page is Show location of pointer when I press the CTRL key. In the Mouse Properties window, move to the Pointer Options tab. The third issue - Y coordinate of Event.mousePosition is upside down in scene view - is also not a bug, as the point of origin of Event.mousePosition and Camera.ScreenPointToRay is different. To configure the mouse properties, you need to click Additional mouse options, on the far right end of the window.

To convert between them, you can multiply/divide by GUIUtility.pixelsPerPoint. In the Game View, the screen coordinates are in pixels, while In the GUI, coordinates are in units independent from the current window scaling. icue I think uses absolute and relative references in the macro steps, when you manually add them. The second issue - giving incorrect coordinates when WindowsScale is not set to 100% - is also expected behavior. Q: What version of Windows, how many monitors are configured, and which show the wrong screen resolution See also: GetSystemMetrics () returns wrong value for SMCXSCREEN. GetCursorPos () and ScreenToClient () (for mapping to Window coordinates) should be everything you need.

#Mouse coordinates windows 10 how to#
I hope, this is the right address for software features (addons). Look here: How to get the cursor position. As alternative, it would be a nice feature to merge the (x+1,y+1,y-1,x-1) to one movement, like x+340 px. MPos is a minimalistic and easy to use tool to track the current position of the cursor on the screen. Unity will never instantiate the Prefab Mode objects into the Game world as that would break the game logic there. Hi It would be a nice to have, if the software could show the mouse coordinates. Mouse coordinates and DPI information for Windows 10. In the repro project from the bug report, raycasting against colliders in Prefab Mode is done in the right way: by getting the local physics and making queries against that. In the timer tick event I use the label1 with the string.Format very simple. In Form1 load event im creating a windows forms timer interval set to 50ms start the timer. Prefab Mode has its local editing scene separate from the main scenes (Game scenes). I need to display the mouse coordinates X and Y on the form but even if I move the mouse all around the screen not only over the mouse area. The PreviewScene used for Prefab Mode uses a local physics scene in order to not 'pollute' the default physics world. Under the Visibility section, check the Show location of pointer when I press the CTRL key option. The first issue - faultPhysicsScene not working in Prefab Edit Mode - is intentional behavior. To enable the find mouse pointer feature on Windows 11, use these steps: Open Settings on Windows 11.
