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Retrieve 2d primitives from 3d colliders
The title pretty much sums it up. I need to know how to get the 2d primitives (or polygons) of a 3d collider. I need all the information I would need to figure out the angle off of which a laser should bounce off of the 3d object (although that is not all that I'm doing, I need this information for other math as well).
Answer by Ashkan_gc · Jun 20, 2010 at 03:47 AM
you can get the normal of the collided surface and the vertex number in case of mesh colliders but other colliders don't have polygons. if you use rigidbodies then OnCollisionEnter has much information in it's Collision instance that is passed to it. if you raycast toward the surface that you collided with also you can get some other informations from RaycastHit.
So is there anyway to deter$$anonymous$$e the surface of a collider without hitting it? I'm using an overlap sphere to get all of the colliders in an area, and I'm trying to deter$$anonymous$$e how my character should move across bumpy terrain without falling.
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