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Question by vikvega · Mar 27, 2012 at 07:09 AM · boundsinstancingplacing

check for object placeability,check for placeability,

hi

I'm working on a object placing script: basically, when you click on anything with a collider, in the scene, my script instances an object, aligned to the surface you clicked on. pretty easy till now.

The problem is : I'm stuck at determing the item placeability.

The twisted way i'm trying to achieve it, is by casting 4 rays, from the bottom vertices of the prefab, and then check if all of them land on the same even surface.

 Debug.DrawLine(hit.point+offsetx, (hit.point+offsetx) - hit.normal  , Color.red, 2, false);
 Debug.DrawLine(hit.point-offsetx, (hit.point-offsetx) - hit.normal  , Color.red, 2, false);
 Debug.DrawLine(hit.point+offsetz, (hit.point+offsetz) - hit.normal  , Color.red, 2, false);
 Debug.DrawLine(hit.point-offsetz, (hit.point-offsetz) - hit.normal  , Color.red, 2, false);

     

But I had no luck in determining these 4 vertices, also tried with renderer.bounds or mesh.bounds related calculations, and it works great when item is facing Y but it just stops working when I change axis. any advice on a better method or a better way to determine the bottom vertexes of the mesh as I try to instance it on a surface?

alt text

thank you very much for your ideas

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