I have a mesh collider that is largely a flat plane facing up. Any SphereCast against that surface should return a normal of Vector3(0, 1, 0), but that isn’t always happening. When near an edge on the mesh, the cast will penetrate the face and register the hit against the edge as if it was a corner when it’s really just a polygon edge on a flat surface This is giving me inaccurate hit points and normals. Hopefully the image above is interpretable. The light blue circle is where the SphereCast should stop and the pink circle is where it seems to be stopping. Instead of hitting the face (horizontal black line) and returning the proper normal (green line), it’s ignoring the face and hitting the tri’s edge (diagonal black line) and returning a lerped normal (red line) as if it were a corner. Is the SphereCast that inaccurate against mesh colliders, or am I doing something wrong? Is there anything I can do to fix this? Edit: I’ve added a screenshot to illustrate exactly what’s happening. The black line/sphere are the cast, the green line is what the normal should be, the red line is the normal the SphereCast… Read full this story
- GOV'S APPETITE RETURNS - TO HIT CAMPAIGN TRAIL
- A Taxonomy Of Calls For Unity In The Hardcore Scene
- Man dies in collision with train near Unity, Sask.
- Victims of mesh scandal reveal agony of being in pain for 20 years
- The Large Hadron Collider Turns 10: Here's What's Next for Particle Physics
- We Regret to Inform You the Large Hadron Collider Will Not Annihilate Earth
- xXx Return of Xander Cage sequel: Release date, cast, trailer, plot - all we know
- Cop on his way home from work killed in hit-and-run
- Mulvaney vows Democrats will "never" see Trump's tax returns
- NYPD releases shocking video of 14-year-old girl being hit by a car
Why is my spherecast returning an incorrect hit on mesh collider? (Unity) have 322 words, post on gamedev.stackexchange.com at September 14, 2018. This is cached page on GameMax. If you want remove this page, please contact us.