Hi all!
Just trying to get some data from a raycast hit and it's coming up with some odd results.
In this simple script, I'm getting the face index from a raycast hit, then highlighting the connected verts.
if (raycast.IsColliding())
{
meshDataTool.CreateFromSurface(arrayMesh, 0);
var collisionFaceIndex = raycast.GetCollisionFaceIndex();
for (var i = 0; i < 3; i++)
{
var vertexIndex = meshDataTool.GetFaceVertex(collisionFaceIndex, i);
var vertex = meshDataTool.GetVertex(vertexIndex);
DebugDraw3D.DrawSphere(vertex, 0.05f, Colors.GreenYellow);
}
}
Here's the result.

Not sure where things are going wrong here. Maybe some sort of mesh optimisation messing up the vert numbers? Hopefully it's just something I'm doing wrong 🙂
Any ideas?
Thanks!
Pete.