# ScreenPointToRay offset

**URL:** <https://forum.magicleap.cloud/t/screenpointtoray-offset/2281>\
**Category:** Unity Development\
**Tags:** development\
**Created:** [July 26, 2023, 3:03pm UTC](https://forum.magicleap.cloud/t/screenpointtoray-offset/2281 "2023-07-26T15:03:54Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![kbabilinski](https://sea1.discourse-cdn.com/flex019/user_avatar/forum.magicleap.cloud/kbabilinski/32/19_2.png) [@kbabilinski](https://forum.magicleap.cloud/u/kbabilinski)\
**Post date:** [September 4, 2023, 3:53pm UTC](https://forum.magicleap.cloud/t/screenpointtoray-offset/2281/11 "2023-09-04T15:53:07Z")

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There seems to be an issue with the original script. I have updated the script in the previous post with the correct function. See the Camera Utility script that has been added:

> [@Localizing detected faces using ML2 transformation matrix?](https://forum.magicleap.cloud/t/localizing-detected-faces-using-ml2-transformation-matrix/2253/3):
>
> Unfortunately, the Unity forum might be a better place for this type of question since it is not specific to Magic Leap and out of scope for this forum. You may want to consider using the CVCamear pose for the origin of the ray. You can obtain it using the MLCVCamera.GetFramePose function. For example private void OnCaptureRawVideoFrameAvailable(MLCamera.CameraOutput capturedFrame, MLCamera.ResultExtras resultExtras, MLCamera.Metadata metadataHandle) { if (MLCVCamera.Get…

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