Unity Screen/World Coordinates
ScreenToWorldPoint / WorldToScreenPoint conversion. Camera FOV, resolution, position, rotation.
▶About this tool
This tool converts Unity Screen and World coordinates in one click. Three features: 1) Calculates from camera FOV, resolution, position, rotation, 2) Verifies ScreenToWorldPoint/WorldToScreenPoint behavior in browser, 3) Useful for UI-to-world conversion and mouse raycast calculation.
Tool interface
Camera settings
Screen → World
ScreenToWorldPoint equivalent. screen.z is depth from camera.
World: (0, 0, 0)
World → Screen
WorldToScreenPoint equivalent
Screen: (960, 540) / Depth:: 10
Usage
- Enter camera FOV, resolution, position, rotation
- Input screen or world coordinates
- Converted result is displayed. Verify Unity behavior in browser
When to use
Converting UI to world coordinates, calculating raycast from mouse, verifying coordinate conversion with camera settings.
Examples
Screen center
(960,540) to world, check where world (0,0,10) appears on screen.Tips
- Screen coords use bottom-left origin. Differs from UI RectTransform.
- Useful to verify world coords from RaycastHit.point back to screen.
- Camera near/far clip does not affect conversion result.
FAQ
What's the difference between Screen and World coordinates?
Screen coords are pixel positions (origin at corner). World coords are 3D space positions. Mouse position is Screen; Transform.position is World.
How to use ScreenToWorldPoint?
Use when converting mouse position (Input.mousePosition) to 3D space. Camera.ScreenToWorldPoint(screenPos) returns world position at given depth.
What is Unity's coordinate system?
Unity uses left-handed coordinates. Y is up. Screen coords use bottom-left (0,0), which differs from UI RectTransform.
Why does WorldToScreenPoint return off-screen?
Object is behind camera or outside view. Results are returned even outside clip planes. Useful for UI visibility checks.