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Question by CaseyHofland · Sep 08, 2020 at 10:40 PM · spritetexture2drendertexturepolygoncollider2d

RenderTexture not working correctly

I am working on some code to generate 2D colliders for 3D objects and I'm using RenderTextures to do it. If we look at this picture:

alt text


In the middle is the object rendered by the camera, on the left is the sprite generated from the renderTexture and on the right is the object with a collider generated from the sprite. Middle, Left, Right.

Where it gets tricky is this: alt text
The generated sprite's got a giant bridge where a corner needs to be. Even if I call Apply on my texture2D (so it looks exactly like the cameras view), STILL the incorrect Physics Shape will be generated. How can I get my Physics Shape to look like the camera view rather than like the sprite on the left?

Code:

 // Note: simplified to omit the unimportant bits.
 var renderTexture = new RenderTexture(width, height, 0);
 var texture2D = new Texture2D(width, height, TextureFormat.RGBA4444, false);
 var rect = new Rect(0, 0, width, height);
 var isSquare = width == height;
 var points = new List<Vector2>();
 
 // Setup the renderer and camera to align.
 
 // Render the texture and read it to a Texture2D.
 RenderTexture.active = renderCamera.targetTexture = renderTexture;
 renderCamera.Render();
 texture2D.ReadPixels(rect, 0, 0, false);
 //texture2D.Apply(); not making a difference for the physics shape.
 
 // Create a sprite out of the texture2D and let it generate a physics shape.
 var pixelsPerUnit = isSquare
     ? texture2D.width * 0.5f / renderCamera.orthographicSize
     : Mathf.Max(texture2D.width, texture2D.height) * 0.5f / renderCamera.orthographicSize;
 var sprite = Sprite.Create(texture2D, rect, new Vector2(0.5f, 0.5f), pixelsPerUnit, 0, SpriteMeshType.FullRect, Vector4.zero, true);
 
 //Give the generated physics shape to the polygonCollider2D.
 var pathCount = polygonCollider2D.pathCount = sprite.GetPhysicsShapeCount();
 for(int i = 0; i < pathCount; i++)
 {
     sprite.GetPhysicsShape(i, points);
     // Optimize points. It's not this, this was disabled for both pictures.
     polygonCollider2D.SetPath(i, points);
 }

test-1.jpg (39.9 kB)
test-2.jpg (22.9 kB)
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