Version: Unity 6 (6000.0)
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RaycastHit.textureCoord

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public Vector2 textureCoord;

Description

The uv texture coordinate at the collision location.

A ray is fired into the Scene. The textureCoord is the location where the ray has hit a collider. RaycastHit._textureCoord is a texture coordinate when a hit occurs. A Vector2 zero is returned if no mesh collider is present in the GameObject. This property can be accessed off the main thread.

Note: A textureCoord requires the collider to be a MeshCollider.

// Write black pixels onto the GameObject that is located
// by the script. The script is attached to the camera.
// Determine where the collider hits and modify the texture at that point.
//
// Note that the MeshCollider on the GameObject must have Convex turned off. This allows
// concave GameObjects to be included in collision in this example.
//
// Also to allow the texture to be updated by mouse button clicks it must have the Read/Write
// Enabled option set to true in its Advanced import settings.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Camera cam;

void Start() { cam = GetComponent<Camera>(); }

void Update() { if (!Input.GetMouseButton(0)) return;

RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)) return;

Renderer rend = hit.transform.GetComponent<Renderer>(); MeshCollider meshCollider = hit.collider as MeshCollider;

if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null) return;

Texture2D tex = rend.material.mainTexture as Texture2D; Vector2 pixelUV = hit.textureCoord; pixelUV.x *= tex.width; pixelUV.y *= tex.height;

tex.SetPixel((int)pixelUV.x, (int)pixelUV.y, Color.black); tex.Apply(); } }