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Creating Areas of transparency
How can I create 'holes' in meshes by creating areas were it skips rendering it? sort of like a bullet hole but you can actual see through the hole without modifying the mesh.
If you are dealing with planes, you can detect the UV coordinates through a Raycast() and modify the alpha of the pixel at and around that coordinate. $$anonymous$$ore complex objects don't handle this technique well due to more complex UV mapping.
Answer by superventure · Jun 17, 2013 at 05:52 AM
Maybe you can make different maps that switch when hit in a specific place- like have different pngs with holes that scripts to change when hit in an area (like with trigger boxes)?
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