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Unity Engine


triangleIndex

The index of the triangle that was hit.
Read time 1 minuteLast updated 5 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine
  • Assembly: UnityEngine.PhysicsModule
public int triangleIndex { get; }

Remarks

Triangle index is only valid if the collider that was hit is a MeshCollider.
// This script draws a debug line around mesh triangles// as you move the mouse over them.using UnityEngine;using System.Collections;using UnityEngine.InputSystem;public class ExampleClass : MonoBehaviour{ Camera cam; void Start() { cam = GetComponent<Camera>(); } void Update() { RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Mouse.current.position.ReadValue()), out hit)) return; MeshCollider meshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) return; Mesh mesh = meshCollider.sharedMesh; Vector3[] vertices = mesh.vertices; int[] triangles = mesh.triangles; Vector3 p0 = vertices[triangles[hit.triangleIndex * 3 + 0]]; Vector3 p1 = vertices[triangles[hit.triangleIndex * 3 + 1]]; Vector3 p2 = vertices[triangles[hit.triangleIndex * 3 + 2]]; Transform hitTransform = hit.collider.transform; p0 = hitTransform.TransformPoint(p0); p1 = hitTransform.TransformPoint(p1); p2 = hitTransform.TransformPoint(p2); Debug.DrawLine(p0, p1); Debug.DrawLine(p1, p2); Debug.DrawLine(p2, p0); }}