In the WorldToScreenPoint API reference, there is a typo in the example code. At line 2 of the example code, Local is instead supposed to be local.
Local
local
local camera = workspace.CurrentCamera local worldPoint = Vector3.new(0, 10, 0) local vector, onScreen = camera:WorldToScreenPoint(worldPoint) local screenPoint = Vector2.new(vector.X, vector.Y) local depth = vector.Z
The typo on local still exists. As well, there is (now?) a missing image that shows an example of WorldToScreenPoint being used in-game.
Thank you both for the report, the issues are now fixed
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