What is a good practice to obtaining the position of an item in the 3Dimensional space and translating it into an X,Y UDim2
relative to your screen (Scale)?
The way I've done it with is by raycasting and taking the X/Y/Z relative to the cameras coordinateFrame. It's highly inaccurate [probably because I'm not implementing it correctly], and very messy.
I'd love some concepts on a more efficient manner of doing this.
Stravant has a ScreenSpace module script which contains multiple functions for interactions between the 2D screen and the 3D environment. I'll give you the function from the module that deals with what you're asking for:
local M = game.Players.LocalPlayer:GetMouse() local Cam = game.Workspace.CurrentCamera function WorldToScreen(Pos) --This function gets a World Position (Pos) and returns a Vector2 value of the screen coordinates local point = Cam.CoordinateFrame:pointToObjectSpace(Pos) local aspectRatio = M.ViewSizeX / M.ViewSizeY local hfactor = math.tan(math.rad(Cam.FieldOfView) / 2) local wfactor = aspectRatio*hfactor local x = (point.x/point.z) / -wfactor local y = (point.y/point.z) / hfactor return Vector2.new(M.ViewSizeX * (0.5 + 0.5 * x), M.ViewSizeY * (0.5 + 0.5 * y)) end local Vec2 = WorldToScreen(Vector3.new(0, 50, 0)) --Replace Vector3.new(0, 50, 0) with whatever vector3/position you want Gui.Position = UDim2.new(0, Vec2.X, 0, Vec2.Y) --Since the function doesn't return a UDim2 value, you have to create a Udim2 value and put the X and Y of the Vector2 into that UDim2.
Hope this helped!
Note: This only works if it's in a localscript. Also, the Vector2 will be the coordinates of the point from the top left corner of the screen, so if the gui is located in another gui that's offset from the (0, 0), the gui will be positioned incorrectly.