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Question by Hibame · Oct 06, 2010 at 07:26 AM · errortextureraycast

RaycastHit.textureCoord Always Zero

Using the sample screen to world raycast code to find the uv coordinates of a texture that the unity documents provide only ever give me 0,0. It use to work when I first tried and the textureCoord would be something other than 0,0. Now it won't work no matter what I try. So maybe I changed something that I am just over looking?

if (!Input.GetMouseButtonDown(0)) return;

 RaycastHit hit;
 if (!sphere.collider.Raycast(camera.ScreenPointToRay(Input.mousePosition), out hit, 1000.0f))
     return;

 Renderer renderer = hit.collider.renderer;

 if (renderer == null || renderer.sharedMaterial == null ||
 renderer.sharedMaterial.mainTexture == null)
 {
     Debug.Log("Something not set");
     return;
 }

 // Now draw a pixel where we hit the object
 Texture2D tex = (Texture2D)renderer.material.mainTexture;
 Vector2 pixelUV = hit.textureCoord;
 Debug.Log("UV:"+pixelUV.ToString());
 pixelUV.x *= tex.width;
 pixelUV.y *= tex.height;
 Debug.Log("Cord:"+pixelUV.ToString());

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Answer by skovacs1 · Oct 06, 2010 at 07:29 PM

While the english is bad and an edit should probably be submitted, the docs for RaycastHit.textureCoord say

If the collider is no mesh collider, zero Vector2 will be returned.

I think that means

If RaycastHit.collider is not a MeshCollider, Vector2.zero will be returned.

Which would explain that it might have worked if you had been previously using a mesh collider and would have stopped if your collider was no longer a mesh collider.

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avatar image Hibame · Oct 07, 2010 at 06:55 AM 0
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That was it, thanks.

avatar image Zukas · Jan 19, 2015 at 06:31 PM 0
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How exactly did you make this part? I'm confused :\

avatar image chantey · Jan 10, 2018 at 09:14 AM -1
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Not sure if this is what is meant, but just to clarify a Sphere Collider is not a $$anonymous$$esh Collider and will return (0,0). To fix simply replace the Sphere Collider with a $$anonymous$$esh Collider.

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