screenToWorld weird output

Hi all,

So in my project I ran in to some screenToWorld problem.
It is not working like I am expecting.

I made a new empty project to test out a few simple lines of code.
There is a camera located at the world origin (0,0,0) and has no rotation (0,0,0).
This is the code attached to the camera entity:

// initialize code called once per entity
Camera.prototype.initialize = function () {

    var center = / 2, window.innerHeight / 2, 10);

    // logs:
    // "x": 7.820499677654496,
    // "y": -5.661549388473711,
    // "z": -2.6051186755460614

Could somebody explain why it logs those values and not:

// "x": 0,
// "y": 0,
// "z": -10

Maybe my understanding of screenToWorld() function is just all wrong.

Here is the project if you want to look around.

Looks like it’s an issue where the clientRect on graphicsDevice is much smaller size for the first frame on initialize :thinking:

Doing it in update on the first frame is fine as the rect is updated before the scripts update are called.