Found the answer;
The casue of this behaviour is the near clip; I had set my GUI camera near to 0.01f; did this so that objects passing through the screen wouldnt get cliped till the last second draw back is that rays are cast from the near through the pixel location of the mouse and apparently to only 2 points of perision which causes them to hop on a grid that is roughly 100 by 100 (I'm guessing) when the near is set to 0.01;
I adjusted my near to be as far out as I can tollerate for this camera and everything smoothed right out. Now why this causes the in accuracy in the ray cast in the build but not the editor I'm not sure.
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