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Question by TurboHermit · Jan 14, 2014 at 04:46 PM · collidermeshdynamicverticesbounds

Manipulating vertices through colliders

Hey, I'm experimenting with Fog of War and trying a different approach than the usual raycast/transparency. I have a plane's vertices stored in an Vector3 array. I also have a sphere collider that checks if there are any vertices in it and if there are, submerge them by putting their Y on -1.

Now the mesh reacts to it, but not how its suppose to. Currently only the center few vertices seem to react on my sphere collider. Anyone any idea where I went wrong? This is my current script:

     for(int i = 0; i < vertices.Length;i++){
         vertices[i] = OriginalPositions[i];
         if(ManipulatingObject.bounds.Contains(OriginalPositions[i])){
             vertices[i].x = -1;
         }
         mesh.vertices = vertices;
         mesh.RecalculateNormals();
     }
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avatar image robertbu · Jan 14, 2014 at 05:15 PM 0
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$$anonymous$$esh vertices are in local coordinates. Is the $$anonymous$$anipulatingObject.bounds also in local coordinates? Collider.bounds will be world coordinates.

avatar image TurboHermit · Jan 14, 2014 at 05:29 PM 0
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Ah yes, this helped me a lot! Posted an answer based on your insight.

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Answer by TurboHermit · Jan 14, 2014 at 05:30 PM

Apparently, vertices are in local space, so it's necessary to convert them to world space using transform.TransformPoint. Also, apparently my axes were off. Working script:

     for(int i = 0; i < vertices.Length;i++){
         vertex = OriginalPositions[i];
         Vector3 temp = vertex;
         temp = transform.TransformPoint(vertex);
         if(ManipulatingObject.bounds.Contains(temp)){
             //Debug.Log (temp);
             vertex.z = -1;
         }
         vertices[i] = vertex;
         mesh.vertices = vertices;
     }
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