Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

RaycastHit.textureCoord

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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.

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(); } }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答