# ScreenPointToLocalPointInRectangle(RectTransform, Vector2, Camera, out Vector2)

> Transform a screen space point to a position in the local space of a RectTransform that is on the plane of its rectangle.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.UIModule

## ScreenPointToLocalPointInRectangle(RectTransform, Vector2, Camera, Vector2)

```csharp
public static bool ScreenPointToLocalPointInRectangle(RectTransform rect, Vector2 screenPoint, Camera cam, out Vector2 localPoint)
```

### Parameters

**** (\[RectTransform]\(/engine/6000.7/script-reference/unityengine/recttransform)): The RectTransform to find a point inside.**** (\[Vector2]\(/engine/6000.7/script-reference/unityengine/vector2)): Screen space position.**** (\[Camera]\(/engine/6000.7/script-reference/unityengine/camera)): The camera associated with the screen space position.**** (\[Vector2]\(/engine/6000.7/script-reference/unityengine/vector2)): Point in local space of the rect transform.

### Returns

| Type                                                          | Description                                                                                                     |
| ------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the plane of the RectTransform is hit, regardless of whether the point is inside the rectangle. |

### Remarks

The cam parameter should be the camera associated with the screen point. For a RectTransform in a Canvas set to Screen Space - Overlay mode, the cam parameter should be null.

When ScreenPointToLocalPointInRectangle is used from within an event handler that provides a PointerEventData object, the correct camera can be obtained by using `PointerEventData.enterEventCamera` (for hover functionality) or `PointerEventData.pressEventCamera` (for click functionality). This will automatically use the correct camera (or null) for the given event.
