In unity, I sometimes need to use our coordinates into relevant. Used today to WorldToScreenPoint
MainCamera_.GetComponent<Camera> ().WorldToScreenPoint(new Vector3( 世界坐标的游戏物体的世界坐标));
One thing to talk about is that this is the origin of the world is left with the origin of the canvas correspondence as the basis for transformation. You might say that I am talking nonsense. I have to admit, but when doing the conversion. This view is more conducive to our transformation potty.
All transformations bridge at the origin. Do not mess with them