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Question by CornKrue · Jan 06, 2017 at 10:11 AM · raycastcollidersmeshcollidermappingspherecast

How to scan a surface of a GameObject and get the distance of every edge to camera

Hey guys,

I have a GameObject (e.g. stairs like in the picture below).

alt text

When my main camera is pointed toward that Object I want to scan the surface. The result should be an array that represents the screen (with a resolution of e.g. 20x20) and the distances between the camera and the surfaces / edges of the Game Object. Simplified (if no object is recognized, the distance i 0):

 00009999900000000000
 09999999900000000000
 00999888880000000000
 00088888777000000000
 00000777777770000000
 00000077666666000000
 00000006666666600000
 00000000666555550000

So what I need to do is:

  1. Get the distances between camera and every surface / edge that is in sight of the camera I first thought about multiple raycasts, but that is not performant. Then I considered spherecastAll(), but that only recognizes one collider (It's not an option to get a collider for every part of the object).

  2. Transform to my resolution (I should be able to accomplish that)

Can anyone help?

Thanks in advance!

stairs.png (202.4 kB)
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Answer by tanoshimi · Jan 06, 2017 at 10:18 AM

Sounds like you want to access the depth texture of the camera: https://docs.unity3d.com/Manual/SL-CameraDepthTexture.html

You could render this to a RenderTexture and then blit to a regular Texture2D for resizing/whatever other transformations you want to do to the pixel array.

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