Version: 2019.4
LanguageEnglish
• C#

# RaycastHit.barycentricCoordinate

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public Vector3 barycentricCoordinate;

### Description

The barycentric coordinate of the triangle we hit.

This lets you interpolate any of the vertex data along the 3 axes.

```using UnityEngine;public class Example : MonoBehaviour
{
// Attach this script to a camera and it will
// draw a debug line pointing outward from the normal
void Update()
{
// Only if we hit something, do we continue
RaycastHit hit;
if (!Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit))
{
return;
}        // Just in case, also make sure the collider also has a renderer
// material and texture
MeshCollider meshCollider = hit.collider as MeshCollider;
if (meshCollider == null || meshCollider.sharedMesh == null)
{
return;
}        Mesh mesh = meshCollider.sharedMesh;
Vector3[] normals = mesh.normals;
int[] triangles = mesh.triangles;        // Extract local space normals of the triangle we hit
Vector3 n0 = normals[triangles[hit.triangleIndex * 3 + 0]];
Vector3 n1 = normals[triangles[hit.triangleIndex * 3 + 1]];
Vector3 n2 = normals[triangles[hit.triangleIndex * 3 + 2]];        // interpolate using the barycentric coordinate of the hitpoint
Vector3 baryCenter = hit.barycentricCoordinate;        // Use barycentric coordinate to interpolate normal
Vector3 interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z;
// normalize the interpolated normal
interpolatedNormal = interpolatedNormal.normalized;        // Transform local space normals to world space
Transform hitTransform = hit.collider.transform;
interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);        // Display with Debug.DrawLine
Debug.DrawRay(hit.point, interpolatedNormal);
}
}
```