I’m not sure how to properly due this after looking at the prints for world point , let alone if its possible;
Using world point (basically players view from screen) I’m trying to set it to where the position of the player gui element is “torwards” the element within workspace
Example:
Now I just attempted to do this with the following code, but the playergui element moved to a different position and stayed in relatively the same area ways away from the counterpart in workspace:
The contents within were obtained from api (world point) and another post on forums (bottom part about guis)
RunService.RenderStepped:Connect(function()
for i=1, #Points, 1 do
local camera = workspace.CurrentCamera
local worldPoint = Points[i].Position
local vector, onScreen = camera:WorldToScreenPoint(worldPoint)
local screenPoint = Vector2.new(vector.X, vector.Y)
local depth = vector.Z
print(screenPoint)
print(i)
local ScreenGui = player.PlayerGui.TESTINGWORLDPOINT
local Gui = ScreenGui.ALabel
Gui.Position = UDim2.fromOffset(vector.x, vector.y)
end
end)
What should I be doing differently? World Point is the only way to detect players screen and what I can assume to be the key to solving this–disregarding the radial bounds anyway.