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Question by artofshashank · Feb 07, 2014 at 06:25 AM · colliderraycasthittexturecoord

RaycastHit Texturecoord doesn't work with separate colliders

I am trying to make a palette and color picker. If I use a simple plane and with mesh collider on it and click on an area, with the help of GetPixels, I do get the correct result. But the problem is, that even if I click on the whitish framework of the Palette, which has circular array of colors otherwise, it still collects the result. To tackle this, I used separate Mesh Colliders in color areas of the Palette on screen. But now whenever it hits the colliders, the RaycastHit only gives 0,0 Coordinates, as a result of which I always get a black color.

How do I make this work?

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avatar image robertbu · Feb 07, 2014 at 07:03 AM 0
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In the absence of a sample project to play with, I think this will be a difficult question to get an answer to. As a workaround, you could have a second texture to act like a mask. The second texture would define what areas a clickable and what areas are not. Assu$$anonymous$$g it is the same size (or at least the same aspect), you could use the same uv coordinates to check clickability.

avatar image artofshashank · Feb 07, 2014 at 06:04 PM 0
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Oh ok! Got it! Thanks! :)

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