Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
2
Question by ina · Nov 02, 2011 at 08:06 AM · raycastproceduralraycasthitverticesvertex

Detect vertex hit and its neighbors by RaycastHit??

Is it possible to detect the vertex hit and its neighbors by RaycastHit?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
3

Answer by Bunny83 · Nov 28, 2012 at 11:22 PM

Loius is almost right. It's the triangle index. By multiplying it by 3 you get the index of the first vertex index. It should be like this:

 // Should work in C# and UnityScript
 // ...
 var MC = hit.collider as MeshCollider;
 if (MC != null)
 {
     var mesh = MC.sharedMesh;
     var index = hit.triangleIndex * 3;
     
     var hit1 = mesh.vertices[mesh.triangles[index    ]];
     var hit2 = mesh.vertices[mesh.triangles[index + 1]];
     var hit3 = mesh.vertices[mesh.triangles[index + 2]];
 }

Those are the 3 vertices that surround the hit point.

Keep in mind that hit.triangleIndex only works with a MeshCollider. No other collider will give you that information since they are pure mathematical colliders which are not based on triangles.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by MrVerdoux · Nov 28, 2012 at 09:30 PM

RaycastHit has a property called triangleIndex that tells you what the index of the triangle that was hit. I can't be much more concrete about this since I still couldn't even "hit" my procedural mesh, but that's other story. When I have some success, if you are still doubting about this I will try to be more helpful.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Loius · Nov 28, 2012 at 10:15 PM 0
Share

That would be an index into the mesh.vertices array:

 hit1 = mesh.vertices[triangleIndex*3];
 hit2 = mesh.vertices[triangleIndex*3+1];
 hit3 = mesh.vertices[triangleIndex*3+2];
avatar image ina · Feb 06, 2015 at 01:16 AM 0
Share

did you add meshcolliders to your procedural mesh? - what do you mean you can't get a hit?

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

vertices in current camera view 1 Answer

Generate mesh from raycast positions, independent of rotations 0 Answers

Mesh polygon of a hit surface on a gameobject 1 Answer

Raycasthit.point - same place every time! (Unity 3.5) 1 Answer

Using raycast and collider to increase int 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges