Unity get texture from raycast Unity 2D : Get pixel of color of Raw Image. First off, you want to make the hit texture as small as is reasonable, because you’ll be looking it up on the CPU and that can be slow. Thanks! I encountered something weird. GetTriangles to iterate through all triangles until you find the right material (= submesh) index. bounds. i can’t get texture uvcoordinat of object because i am using box colliders on enemy (legs , arms , head ) so how can i get texcoordinate in this situation Current stuck : when i hit collider im calculating the nearest mesh vertex to hit. Now you can tick the “isReadable” flag. Using textureCoord, I get a texture coordinate offset from my hit point and still hit the top of my texture. When placing objects in front of the TV to make UI elements rotation will clip elements and the freedom of how elements are displayed on the TV is limited. I have a Render Texture that I am using as the Target Texture for an offscreen second camera. How do I go about getting the I need to get the pixel color from the texture when the Raycast beam collides with the object. (The game world where your player is). To change the collider type of a GameObject highlight it in the Unity editor and go to Component->Physics->MeshCollider. transform your raycast, where you get the first hit (and hit point) your raycast is based on a Vector3, that you can prolongate/multiply and/or reproduce it. A quick google search gives a few examples over on the Unity3d answers, have a look at this thread and this – Rob. I have a car travelling over a terrain which varies from sand to ice so need to know what surface the car is on so I can adjust it’s behaviour accordingly. now wherever a touch is made i want to center the twirl at the touch pos on the water plane mesh. 4, with the Universal Render Pipeline at the moment. Consider using Camera. DrawMeshInstanced, as these are outside of the regular render loop. While the scene is technically in 3D, it is effectively 2D, with a top-down, orthographic camera and no perspective. width, Screen. 4 How to access raw data from RenderTexture in Unity. Also, check out these awesome examples. The shader takes the depth info from the input texture and computes the 3D points. Code for the raycast: Hi Community! I’m somewhat desperate at this point, trying to determine the pixel color of a texture on a rigidbody object using a raycast. mousePosition; // Divide by screen size and multiply by render texture size mousePos = mousePos / new Vector2(Screen. Il’d like to, given the coords of a point selected from a texture applied to a model, get the world space position of that point (x,y,z) in world space/local space, i managed to get texture position using a raycasthit and its textureCoord property but i need to do the inverse, any help I’m trying to raycast in scene view based mouse position. This can also tell you more info check the docs for all that comes back in that Hit object. ScreenPointToRay(Input. Our setup requires our UI and in-game cameras to output to a render texture, so that we can apply visual effects as a final pass over the entire screen via the main camera. Unity - Scripting API: RaycastHit. Find this & other Painting options on the In my experience I found that a Debug Ray (a ray which shows up in the Editor's Scene view) is a great help when working with Rays. g. you could attach a script to your desireable updates and let it compute the distance to the player, if it is below a threshold you notify some bookkeeper object that you are "inside the . The object being hit MUST have a mesh collider on it for this to work. Raycast() (which is more efficient that Physics. Raycast(cam. Thank you for helping us improve the quality of Unity Documentation. It’s best to use the fact that submeshes, corresponding to materials/textures are laid out linearly, so you can just use Unity - Scripting API: Rendering. We are creating a skydiving kind of game where the player falls and tries to avoid obstructions. I’m working on a game with a golf element and I need to figure out how to get the ball to move differently depending on the surface it lies on. GetTexture(“_FrontTex”) etc. The resolution of this sensor is variable but with a resolution of 32x32 pixels I get 40fps and with 64x64 pixels I only get 15fps. Basically, I would like a hit at the left "border" of the enemy to have an x value between 0 and 0. instead I created a grid of textures to cover screen using screencoord to do this (so 0,0 was in bottom left of screen). Now i want to shoot a ray to the target I already To my surprise, the "x" coord of the raycast was always around 1. so far it is “kind” of working but the problem is that my code is detecting any parent of the prefab in the scene, it’s random! How can I alter JUST the prefab the raycast hits? Currently my code looks like this: I thought this code would detect just the object I hit with the raycast, not so? And the pixel colors I gather from the RayCast are all (205,205,205). 3 Likes My path uses a different terrain texture (rock) where as my 'placeable' terrain is grass - how would I tell unity not to allow the turret to be placed on anything with the texture 'rock'? To place a turret, I use a simple raycast to determine where the user is clicking and then initiate a prefab on that position (snippet) : Ok I was able to get it to work, however i did not use raycast. The problem is that my “scanner” keep scanning the original bit of visible texture. Let me explain. 33). docs. to a 0-1 coordinates Depends what you need it for, if it’s only for debug purposes, you can use Debug. Right now it works through texture coordinates but I want it to work through pixel’s world position. When the laser beam is set to active, it instantly goes the whole length of the Raycast. One is the main player view / main camera which is a 3rd person camera. Because of this, it’s no longer a 1:1 representation of that Mesh. This includes a RenderTexture visual element that displays a 3D scene. (Interestingly, you’re at least the fourth person within the last week to post a similar question, and as such, you get the benefit of the article that I’m in the process of writing, which should help guide you closer towards what you want - it even happens to have I don’t think you can get the exact texture from a Raycast, just the uv coords. GetPosition function to obtain its position. Apply(); I need to use GetPixel() on a material was was found with a raycast. I want it to gradually get longer before reaching maximum distance when its first fired. Also maybe I could get the Texture. Using textureCoord2, I still get the same texture coordinate either the right or the When using floats and clicking on say, the rightmost side of the texture, I get a number like 27. Close. normal” attribute, which is a Vector3 representing the hit plane’s normal (the direction its “outside” face is facing). Definitely not a trivial task though. Update:. That render texture image comes from a top camera that is pointing to a box grid. Did you put a collider on what you want to hit? One thing you can do to debug further is print the name of the collider that comes back from Raycast() in Hit so you can see what you’re hitting. Essentially all I want is the Y Axis Angle Difference between ourShip and target. y *= texture. ScreenPointToRay(input. DrawLine and draw a line from the raycast start to the hit position. gameObject) the triangle index is always returning -1. I have followed a tutorial for a fragmented shader that let's me paint on objects. Unity: Unity - Scripting API: Physics2D. If you continously download textures you must use LoadImageIntoTexture or Destroy the previously created texture. Therefore I want to render the menu from a separate camera and use that separate cameras view as a What I would like to do is something like described here to get the color from a raycast intersection: I'm using Unity 2019. I have a RaycastHit, that extends from the player object. Is there a way to smooth out the normals without changing the mesh? Like gouraud shading? I am already saving Painting texture or grass/foliage? Custom terrain is made from mesh? Paint in editor scene window or runtime? If mesh: raycast will return texture coordinate, so you can draw into that texture. Raycast() use a RaycastHit structure. Hi. When the play click on a triangle it changes texture. I think the I have the following process to get 3D coordinates of all rendered pixels of a camera: Render a camera to a depth-only texture. The lower left corner is (0, 0). DrawTexture() uses screen coordinates to draw the texture on screen. With a resolution of 32x32 pixels the following happens each frame: A raycast is made for each pixel (1024 in this case) in an evenly Calculate the 3D position on the camera's far plane that is at position x and y (xy was derived earlier from the texture) Do a raycast from the camera's position to this calculated position on the far plane. We raycast through the RenderTexture to interact with 3D objects and that is working fine using this code to determine the viewport pos: public static bool IsRaycastingViewport(out Vector2 localPanelPos, out Vector2 viewportPos) { you are the master of your game universe. 1f. We can now multiply the texture size with these values to get (12. Vector2 pixelUV = hit. But I'm completely clueless how to do this, there's no documentation regarding this, ChatGPT didn't helped also)) I'm already able to display the 3D model (g3db) with its texture (png) and perform the raycast on it. transform: The Transform of the rigidbody or collider that was hit. detect Ray cast without having Collider on Game Object. I am using Unity Personal Edition. //In this example, the plane is set to the Camera's x and y position, but you can set the z position so the plane is in front of your Camera. Unity: How can I get realtime image capturing at ~60fps? 0. One is to use the raycast texture coordinate & GetPixelBilinear() for each of the textures and recreate all of the shader code math in c#. Blit() to apply a shader to the rendered texture. Learn more about Labs. Ask Question Asked 9 years, 7 months ago. My current approach is to grab the renderer of the object hit by the raycast, access it’s texture via the shared material and use GetPixelBilinear with the textureCoords of the raycast hit to get the specific color at the Unity get XYZ of raycast. Get the Draw Line Paint with Raycast and Objects package from ForceNCode and speed up your game development process. Raycast can give you the UV coordinates (0. So i try to differentiate the problem a little bit more. For this I need to sample the texture of an object, and I in regular MonoBehaviors I was using: Texture2D. y, Color. You will most like need only the start and the direction. Looking into my shader, I see that I am tiling and rotating the rendertexture (its dynamic) does this mean I have to undo this for the coordinates of the hit? I can see multiplying by the tiling, but do I add or subtract the offset? Is there a straight forward way to rotate the texture in code? values hidden in To actually tell the agents where in 3d space to move, i raycast from the camera and get a position of first collision. Here’s the link, Unity Answers So access to the full precision and range that the floating point texture natively supports is needed. transform This is useful when a Raycast does not give enough precision, because you want to find out if an object of a specific size, such as a character, will be able to move somewhere without colliding with anything on the way. texture. You only get uv information from the raycast when you use a MeshCollider which of course has to use the same Mesh as collider. Hi Everyone, so I have my simple hover craft ‘game’. Raycast to select my gamesObjects in the scene and I check if my pointer isn’t on a UI element (with EventSystem). I was expecting the x value of the hit to be somewhat between 0 and 0. ray = First perform a raycast, that if it hits the plane/mesh of your TV screens render texture, get the texture coordinate of the hit. origin, Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company The Built-in Render Pipeline is Unity’s default render pipeline. I know I can get texture co-ordinates and various other data from the raycast but is there a way of using this Hi i want to paint texture of hitted enemy and i have everything except one thing. I can get to the part where it changes color when hitting them, but changing back Below code natually dont work, it freeze unity, I am not sure if i should use a loop here? //Check forward ray This is getting ridiculous. A Vector2 zero is returned if no mesh collider is present in the GameObject. I tried some methods from the forum using “textureCoords”, but I don’t got it to work with UI rawimage. Any object you click on will get that material. What I would like to do is, given hi everyone ! there is my problem : i use a RaycastHit to know if my cursor is over my mesh collider. This is pretty common functionality in Unity and I would like to bring it into UE4. 3)use the mesh. If the collider is not attached to a rigidbody then it is null. 1. size), so you know that you will be beyond the Since the waves are based on a stretched gradient noise node, I was hoping to sample a point using a raycast and use the hit object to GetTexture and GetPixel every few seconds. Hot Network Questions Is the danger of space radiation overstated? Which other model is being used after one hits ChatGPT free plan's max hit rate? There doesn’t appear to be any functionality for retrieving the UV coordinates from a raycast. (Physics. I'm trying to get the coordinate on the texture from the ray hit on the 3D model. For example, if -X is your dominant direction, you “look” along I have a scene with a set of very simple procedurally generated meshes (flat, with four vertices each). There is also Terrain. So this Code load well an Image to my unity but for video it doesn't, I tried to get all type of videos that unity support but same thing. com Okay guys here is what I’m trying to do. of course, the twirl node has a center input but how can i convert that world pos. Viewed 1k times 0 . The X and Y components determine the screen position and the Z component is ignored. activeTerrain which returns the main terrain in the scene. Now, I know this is probably a really stupid question, but I need to convert RaycastHit. The according line from the docs will probably be what you need (maybe the direction is not the right one). Is there a better way to find the Y angle difference, or is THIS the correct way? But luckily, Unity comes with many useful related functions already built into the Camera class. You can convert this position to a local coordinate and cycle through the vertices of the mesh to find points without some specified distance of the In the section Understanding the View Frustum, it was explained that any point in the camera A component which creates an image of a particular viewpoint in your scene. why dont you use the unity ui, since 4. Note: This will void Update (){ Ray ray = new Ray(transform. thanks. Triangle and texture Atlas. Where would I find the implementation file for the object that holds the UVs of a mesh? I would like to extend the raytrace functionality to retrieve this information. public Texture FindSubmeshTexture() { MeshCollider collider = controller. Attempting to bake 3D mesh to 2D plane, but textures bleed & material appears dark Pass key-value options to command through newcommand Why is running database integrity checks in parallel beneficial if you are following best practice on Enterprise Edition? Not compatible with any Scriptable Render Pipelines (uses SetReplacementShader) Does not work with any geometry drawn through Graphics. I am using a Canvas to render a UI menu, including a game object with a Raw Image using the aforementioned Render Texture to display the The uv texture coordinate at the collision location. I generated a specific texture that I’ll refer to as the Hitmap. GetPixelBilinear() The GetPixelBilinear() requires UV coordinates, and I get these from a raycast against the object’s mesh collider. triangle index, and while it is hitting the object(i did a print of the hit. I’ve been able to get texture pixel data from a texture2D property, but I can’t figure out a way to write to that texture2D property from inside the shader. Right now it works I have a silhoutte target that I am trying to change the score depending on how close you make it to the bullseye. activeTerrains which returns Terrain array then use Terrain. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. x, (int)pixelUV. Hot Network Questions Unity is the ultimate game development platform. position, new Vector3(0, -100, 0)); RaycastHit hit; if(Physics. Using this tutorial repository and associated video you will learn how to get the Albedo texture from any Renderer using any Shader AND how to get the active textures on a Unity terrain at any given point. For instance, if the ball is hit on to the fairway, it will bounce and roll further than a ball that’s hit in the rough. The raycatHit. compute the distance from your player to the desired objects and you are set - this is the brute force way. triangleIndex Get SubMeshCount Use Mesh. For PNG files, gamma correction is applied to the texture if PNG file contains gamma information. Raycast. gameObject or myRaycastHit. Obtain the terrains with Terrain. 2 unity: read image pixels The Camera. That is, i pass the vertex's world position in vertexshader, and in fragment shader start ray marching to Z axis(i use ortho projection) to get sample position in world coordinate, then i need to calculate the world's coordinate to model's coordinate to get the sample( texture) position in a 3d texture, where i Hello, I want to change the texture of a mesh of triangles. You can use Vector3. I’m trying to set up a UI that accepts mouse interactions, in a game with a low internal resolution. DrawRay(ray. TextureCoord documentation which has an example. Casting (or probably better: rounding) the values to integers we would get something like (13,21), which should approximately be the correct Hello everyone, in the thread Control through rendered texture with raycasting i tried to explain my problem and i got no response. collider as MeshCollider; // Remember to handle Unity - Scripting API: Physics. Each of the meshes has a texture drawn on it. _textureCoord is a texture coordinate when a hit occurs. module: BaseInputModule that raised the hit. Raycast() since in casts against a specific collider). I would also like to get the percentage Physics. So instead, you could use Camera. triangleIndex: The index of the triangle that was hit. My background texture only really has two colors, but the RGB values seem to vary a LOT. You just need to pass the top and left coordinates you are using with the rectangle for GUI. An alternative quick solution: (Seems like it’s a coordinate problem when the camera has a target RenderTexture assigned) var renderTexture = Game. 1 Like. Language The output is either drawn to the screen or captured as a texture. indexStart (e. 1667). I am using Raw image canvas to hold the second camera and RenderTexture to display the output of the second camera. 0. height) * new Vector2(renderTexture. The uv texture coordinate at the impact point. I cant make the raycast to detect the second camera (canvas/render texture). 2. textureCoord; // Convert to image space // pixelUV. I can easily get the texture coordinate by making a RayCast (using RaycastHit. rigidbody: The Rigidbody of the collider that was hit. textureCoord2: The secondary uv texture coordinate at the impact point. I have looked through the documentation and from what I gathered there is no methods that pull out the specific coordinates from a raycast. 5f as the collider is not wider than 0. Raycast(ray, out hit)){ print ("Triangle Index: " + hit. GetPoint(distance); now i have a water shader made in shader graph that uses the twirl node. How do you check what Hi, I use the new UI system (on unity 5. Raycast I’ve searched a bit but i dunno what are the correct keys to search properly this argument. Think of the sphere cast like a thick raycast. After that you need get pixel from layermaskmap texture by uv and find biggest value in all channels (rgba) alpha - main layer, rgb - 2 3 4 layers. Also we should ignore primitive colliders. Also, with UI it’s a little different structured than physical world: all UI objects are I am creating a menu for VR that is made to look like it is being displayed on a TV in a room where you sit. I suspect it’s due to the way I the ray is generated and with small objects often not actually hitting anything. Raycast(ray, out float distance); return ray. WorldToViewportPoint()), and compare the resulting screen coordinates to the screen size or viewport, like discussed in Unity forum. 2. How do I get texturecoords from a physics collision? What I currently have works for big objects but fails nearly always with smaller objects and simply gives 0,0. So when I click on a 3D model to be able to compare the Vector3 position (where the click Well, you don’t need to apply it to the material. You can then use Texture2D. All the obstructions are, is basically a plane with a texture on it that contains alpha information. Hello there I have a couple of cubes in my scene. 8, 21. The problem is it makes the movement jerky presumably because of the changing per face normals. I’m trying to get the pixel colour where the ray hits the texture, it’s a simple black and white maze map. point and A raycast hit contains the “. After building the application, RaycastHit. . If prompted to 'Replace Existing Component', select 'Replace'. 5f, 0. You can try get uv by raycast if you have mesh collider. You'll learn by the example of creating a simple footstep system that uses a Raycast down from a Character Controller and plays an AudioClip based on the hit texture of either the Hi, We are using UIToolkit to generate the main UI of our app. Ask Question Asked 4 years, 6 months ago. So is there a way to “convert” from a Texture to a Texture2D? This will only be done in editor mode so speed isnt really an issue. Main. Each invocation of texture property allocates a new Texture2D. Here's an example plane. Vector3 rayOrigin = new Vector3(0. When you run the raycast, you’ll need to determine the UV coordinates of the point you hit. The output is a new texture. Note: A textureCoord2 requires the collider to be a MeshCollider. This property can be accessed off the main To try to get a material from a rayCast. It then finds the Submesh of that triangle and returns the material of that submesh. bound. textureCoord. Joshua July I have a rendertexture of a model viewer for items in our game, this rendertexture renders a camera below the scene which has a model (cube for testing) and obviously the camera. And it seems that it only pass through when the ray touches the edge of the mesh. Raycast (transform In response to the original topic, if it were me I would use a splat shader on the terrain (See wiki) and then get the current UV coordinate under the car (using Raycast) and then get the color at that coordinate from the control texture. If it's null it's probably not a material I Hello guys, here is my problem, I’m trying to make a small scrolling road game, with a little car, I made two script so far, one for scrolling the road, with an offset of the texture, and one to scan the road to eventually spawn things on it depending on the color. What is often happening in these cases is one of the following: The GameObject that was hit by the raycast. I’m using it for a LineRenderer for a laser beam. Get distance between Player Object and Clicked Location using RayCast. Once that terrain texture is determined I want to do a simple single-pass raycast shader. The lightmapped object has to use a MeshCollider. I have a tricky problem: I have a main plane with a rendertexture on it. I want when i hit it with a raycast, it should change color, and when not hitting it anymore, it should return to default color. Not the terrain, but the mesh models, that stay on down of by car. Raycast(). Page Description; Introduction to raycasting: Learn about rays that point from the camera to a position in world space. I also have a player character that moves around underneath these meshes. Blit we This can be used for 3D texture painting or drawing bullet marks. The ray cast hits my background texture and I can get the coordinates and read a color, but the color values seem off. everything just fine in editor play mode. width, Everything is running properly and there are no errors in the code, but I need to be able to get the Raycast working when the Render Texture canvas is enabled. groundHit. ViewportPointToRay(rayOrigin); // debug Ray Debug. Hey guys! I started working on a mini map for my game and I have it functioning well. Otherwise, get your textures from the shader (mat. Just select the textures in the project view (you can select all at once) and change the texture type to “advanced”. isReadable must be true. Essentially each cell would have it’s own Unity material and each cell’s grass would be a new render pass. I am currently developing a game where you can use the mouse to draw on 3d objects, however when I use the mouse to draw it does not mark the texture. SubMeshDescriptor. As the title says, I just want to raycast and get the child entity, just like in standard Unity → myRaycastHit. ) Use Graphics. When testing (before it was added as a rendertexture to the UI), I was using the OnMouseDrag function on the cube to spin it in world space with the mouse, but of course that I am building a model of a sensor which creates a 2d image of objects within its field of view. Help needed in getting the correct hit position a Hi im currently trying to create a foot step system and am having trouble getting the name of a texture from the terrain. SetPixel((int)pixelUV. OR: Any other way to create a map, where I can add/remove waypoints? Thanks in Find this & other Painting options on the Unity Asset Store. If you are trying to get some other information from the texture name (such as whether the surface is carpet, concrete, or I am trying to get the underlying alpha on a raycast hit coord. My initial thought is to use raycasting to check the terrain texture beneath the ball. Do touch on point where ray hits unity. I am not sure how to get the coordinates of a raycast. The way floats represent pixels confuses me a great deal, maybe clarifying that would help. If the pixel coordinate is outside the texture's dimensions, Unity clamps or repeats it, depending on the texture's TextureWrapMode. Once you understand what the problem is, you may begin to reason about a solution to the problem. 0) of the point it hit. My idea is to find the coordinates of the triangle Uvs, or rather three peaks, For an arbitrary mesh, you can use Collider. I believe that interactable Actually let me move my comment here, does the sphere use a mesh collider or a sphere collider? If it doesn't use a mesh collider, textureCoord returns Vector2. ) Once you have the face, you need to figure out which WC axes correspond to which texture axes. so I use raycast and it works pretty well. I developed on PC Win10 Unity Personal. 5f, 0f); // center of the screen float rayLength = 500f; // actual Ray Ray ray = Camera. This is one solution but we are not using layer mask but mostly vertex painting the colors Get triangle index of the raycast hit: RaycastHit. ScreenPointToRay function is usually used with the mouse position, but you can pass any Vector3. sortingOrder: The SortingOrder for the hit object When you instruct a MeshCollider to be convex, Unity generates a new collision shell around the Mesh. isValid: Is there an associated module and a hit GameObject. If it is over, i need to know the texture coordinate in order to change the texture color. textureCoord) against the collider, but I don’t get that specific information from a Collision object received in an OnCollisionEnter function. Do you know how Unity calculates its Angles? I dont understand how it gives us an angle between 2 Vector3s. More info See in Glossary to positions in world space. //The normal of the plane is set to facing forward so it is facing the Camera, but you can change this to suit your own needs. Questions & Answers. If you know the size of the texture, you can multiply the UV coordinate by the texture size, then round that I have a feeling this is correct. zero will be returned. Projecting a texture from plane to object with Unity. What I found in the changelog is: Entity references in CompoundCollider children are no longer automatically set during baking since Hi everyone, is there any way to raycast click an UI image to get the point in the scene? The RenderTexture is assigned to a orthographic camera which is floating above the scene. First of all, if you use JS and not C#, I know them both very well and can convert it, as I used JS for around a year before switching to C#. EDIT: Unity seems to not instantiate the tiles but instead uses only one tile object to manage all tiles of that type, i wasn't aware of When you use a Ray from a GameObject you get a Vector in the world coordinate system. 2, and I have no idea why. Initially I thought questions like this, showing how to get the index on a material's main texture from a raycast hit would be the answer. That's passed in automatically as unity_ObjectToWorld when rendering normally, but since we're drawing with Graphics. EDIT2: I discovered the problem is exclusively with HDRP, in the regular pipeline all works well. mousepos) but that does not work. I don’t exactly know how to explain this, so I make a simple example picture. Angle(normal, yourRay) to get the angle between those, if I tried this before and it was very hard to get a smooth movement. That structure provides the ‘point’ of intersection in 3D space. Use this texture coordinate to create a ray from If you are trying to get some other information from the texture name (such as whether the surface is carpet, concrete, or wood) you should be setting/getting this from something other than the texture name. Right The function finds the triangle on the mesh of the object that the Raycast collided with. This example creates a simple Raycast, projecting forwards from the position of the object's current position, extending for 10 units. but sometime, one of ray pass through mesh and hit inner mesh. I would like to add the hitmap to the You need a collider on your game object that has the render texture plane, then use a raycast. when I build the project, running standalone can’t get the right UV coordinate, RaycastHit. Now if i do a raycast from the render texture camera with the mouse screen coordinates, my button script won’t react. collider: The Collider that was hit. it currently works for renderers but not on terrains this is what i currently do how can i do something simler on a terrain? Unity Discussions Get terrain texture name. point but still can’t get hitted point uvcordinat Hi. zero. DrawTexture (perhaps with an offset to get the position in the middle of the Many forms of Physics. I have a raycast that need to alter the texture of a prefab parent upon collision. (The frustum math is hidden behind these Unity Discussions Getting gameobject from raycast hit. 0. In fact, when I’m just in the editor and I enable the UI elements, like text (they are disabled for purpose of the script/raycast), they show up fine with the Render Texture canvas. Next, you’ll want to make sure it’s read/write enabled in the import settings. Get the current terrain by finding the closest How do I get the terrain texture color in the first place? In C# I could probably raycast down and get the color of the object, but with Shader graph I don’t even know where to start. It’d probably be easier and less frustrating to the player in corner cases such as when a diggable texture is semi-blended with a non-diggable texture, to explicitly mark areas as as diggable with some sort of trigger area anyway. I am trying to make interactable minimap. How I can get the texture name of a game object, using the Raycast method? I want to use the wheel of a car, with the wheel colliders, to get the texture that it is passing. Draw onto an object's texture based on a raycast hit position in world space. sortingLayer: The SortingLayer of the hit object. main. The 2D version returns the value so you write RaycastHit2D hit = Physics2D. com. GetPixelBilinear() to get the pixel. If you hit the collider, there’s no longer a correlation between where on the collider you hit and the exact location on the UV coordinate space that you hit. This sprite have some transparent parts and looks like this : (in gray transparent parts, in orange colored parts) I use Physics. My game currently uses three cameras. name Don’t use SetPixel/GetPixel, it’s a trap! If you’re going to modify the texture, use Render Textures instead. Unity - Trying to copy the render texture for the scene If you have access to the Tile instance you can use its transform (or the raycast hit from the click) to get its world position and than get the tile coordinates via the WorldToCell method of your Grid component (look at the documentation). Hi I am trying to find out the texture in a terrain object at the collision point of a downward Physics. If you need the line in game, you can use the LineRenderer, jsut read up on it, it’s quite easy to implement. Graphics. screenPosition: The screen position from which the raycast was generated. I am trying to get the world position of a pixel inside a fragmented shader. e. lightmapCoord: The uv lightmap coordinate at the impact point. Depending on your game you may want to consider changing just the I’m trying to get the pixel colour where the ray hits the texture, it’s a simple black and white maze map. I have followed this tutorial for a fragmented shader that let’s me paint on 3D objects. Ask Question Asked 4 years, 10 months ago. The other is to create a camera with a render texture set as its target texture, aim it at the point you want the color from, call Render(), and then use ReadPixels() to get the color value for the pixels at Does anyone know how to get a material from a ProBuilder Mesh using a raycast? I’m trying to play different sounds depending on the material, kinda like you would do with the terrain, or even tagged objects. Instead of This function will tell you if the mouse is currently over a targetGraphic, which can be a texture2D, or texture from a button (in which case you’ll need to cast it to tex2D) also make sure to enable read-write of the texture in texture import settings. Raycast not capturing all Vector coordinates. GetTexture() returns a Texture instead of a Texture2D, and Texture doesnt have a GetPixel function. Right now, it goes off into infinity until it hits a collider. Version: Unity 6. RaycastHit. Display gamma for correction is assumed to be 2. Here’s exactly Hi Forum I want to change the color of a pixels in a texture directly at the coordinate of a collision. height; texture. I followed the Raycast. There is no good reason to need to know the name of a texture at runtime, unless you are trying to load that texture. I am wondering how I can get the gameobject of the object my ray cast hit? the transforms parent dosent give it. Triangle gives me the local coordinates of the three vertices (correct me if I say stupid because I start :)). To do this, I use RaycatHit. Texture. x *= texture. Everything works fine in the unity editor, the coordinates of the beam collision and the pixel color are determined. point to a local space ON an object. I guess I could create a new Hello, I have a Screen Space - Overlay canvas with a Raw Image UI object that has a render texture. I tried using hit. Once you have the color, you can determine which texture is strongest at that point and proceed from there. In this case the ray is specified by a start vector and a direction. The RaycastHit object that you can get out of the Physics. I use Physics. The RaycastHit structure returned contains a textureCoord, which is the UV of the hit point. So basically the areas that are black will be completely transparent and the areas that are white will have a visible texture. I am aligning the ship to the ground mesh using normals I got from a downwards ray cast hit. The calculation does rely on the sprite itself having a Pivot of bottom left too. I am currently trying to make it so I can click the mini map and interact with it - namely move the player to the world point reflecting where the minimap was clicked. I have tried using secondcamera. One Welcome to debugging! Here is the easiest way to get started: You must find a way to get the information you need in order to reason about what the problem is. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. hi i’m trying to raycast on mesh collider to get texture coord. WorldToScreenPoint to change the world points that you get from Ray into points you can display on screen. width; pixelUV. Questions & Answers (Physics. Trying to update visible and collision meshes at the same time as they’re modified with our mesh editing tool is just too slow. I used the following C# code, almost exactly the same as the example: Edit: Bug is on the issue tracker! Bandaid workaround: Original post below. index: Hit index. width; } } public int Height { get { return SpriteRenderer. collider. Commented Apr 26, well, im sorry, i have no clue about NGUI whatsover. So I guess the matter is that my problem is to complex and my english to bad. Raycast to get the UV coordinate of the hit point. so to Raw Image component I add video player component which i add a render The uv texture coordinate at the impact point. GetPixel() or Texture2D. 2) and I have an UI Image that contains a 2D sprite. saberboy117 July 10, 2011, 1:11am 1. If the mesh contains no secondary uv set, the uv of the primary uv set will be returned. So, I’m doing this : var hit : RaycastHit; //Calcul du point de création de l'objet sur le plan: indiqué par la souris. What I have: public void OnCollisionEnter(Collision collision) { RaycastHit hit = new RaycastHit(); Ray Hello, I am in the process of converting parts of our game to ECS. Viewed 19k times 1 . But my problem is that Can someone from Unity please just expose whatever Middle-Mouse click does in the SceneView? We need a way to get the result of a ray-cast into the SceneView without requiring that everything have colliders. It seems impossible. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. The further away the object is from the ground the harder it gets! The problem happens on the next frame after you align your plain to the normal, because then your raycast is going to hit a different normal an will thus get a different rotation. The rendertexture shows a plane with a button which is far away from the main plane. height; } void Awake() { // Get renderer you want This method gets pixel data from the texture in CPU memory. (No shaders or anything yet. textureCoord always return (0,0) when hit actually happens, RaycastHit. imgodot December 13, 2013, 3:32pm 3. DryTear November 27, 2013, 2:52am 1. This will return the texture coordinate when a hit occurs. UnityL, Thanks for the reply and the info. I’m sure there’s a way to get around that but that’s for you to figure out. In this script we are rotating around Vector3. 5f. The output is either drawn to the screen or captured as a texture. black); texture. It is a general-purpose render pipeline that has limited options for customization. , what you’ll need to do is: Set your camera to output to a rendertexture; Copy the rendertexture to a regular texture using ReadPixels; Convert the coordinates of the “colour sensor” to screenspace relative to the camera (using WorldToScreenPoint); Then use GetPixel to FWIW, the above method is abysmal in both the terms of performance and logic. Sometimes, by tweaking some aspects, such as the TextureFormat or changing the wrap mode on the Texture2D, I get a copy of the “Game” frame in the lower left corner of the 2D Texture, but that is not reliable and does not happen often. More info See in Glossary ’s view corresponds to a line in world space. legacy-topics. please help 🙁 thanks Attach this to an empty game object, then drag and drop a material onto the ‘material’ variable of this script in the Inspector. The first position it hits (in 3D) is the 3D position of what was clicked on. unity; raycasting; normal-mapping; All that is to say I can try to get the _BumpMap texture and check if it's null. up, which is Y angle. The problem: The Two questions. If the collider is not a mesh collider, Vector2. You know, like how Get early access and see previews of new features. Unity get XYZ of raycast. //In your GameObject's Inspector, set your clickable You can use RaycastHit. Modified 3 years, 4 months ago. I pretty much want to mimic the unity’s behavior when you click some where it selects that objects except I wish to get all the objects through that ray. Experimenting with this, however, leads me to suspect that this doesn't actually do what I want: I created a unity default plane, which has 11x11 vertices and 200 triangles (10x10 pairs of squares), and the resolution of How do you check what texture is applied on a certain face using a raycast? Unity Discussions Check texture of the face with raycast. WorldToScreenPoint() (or Camera. Color[] Data; SpriteRenderer SpriteRenderer; public int Width { get { return SpriteRenderer. Greetings! I’ve seen a lot of similar questions posted for this, but I’m still struggling so thought I would post my own question. I’m trying to select a specific material on a mesh, and alter it’s colour or change it’s texture There is Terrain. I know I’m doing something wrong here, but if somebody could help I’d really appreciate it. Modified 4 years, 4 months ago. only a very small number of rays pass through the mesh like this. xxx, but when I cast it to an integer, it displays a coordinate 27 pixels from the leftmost side of the texture. extent * 2 (or mesh. textureCoord of a point hit by the mouse on a UI raw image? Unity - Trying to copy the render texture for the scene rendered by a camera but it is blank? 5. Measuring raycast hitpoint of the specific object. When I move it with the Is it possible to do a raycast from an object to another object and test if another object is on the other side of a wall, but part of it’s collider is not behind a wall? Take this image example: As you can see a raycast (Green Line) goes through the wall (Black Box) however one of the blue lines hits the object, so it is considered a hit. ; Does not work with objects using Unlit or Transparent materials, or other shaders not writing to the depth texture. you should be able to get them all. mousePosition), hit)) return; // Just in case, also make sure the collider also has a renderer // material and texture. Getting gameobject from RaycastHit. Modified 4 years, 10 if we want to get the object's world position, we need its world matrix. Raycast to get gameobject being hit to run script and function on gameobject. divided by 3 if it’s a tri mesh) to get the ranges of tri ordinals that are used by each and every submesh (i. I got a rendertexture which represents a cameraview. activeTerrains (notice the "s" at the end) which returns active terrains in the scene. All the parameters that have a = something are optional so you don't need to put something there if not required for your purpose. 0 to 1. triangleIndex); Using this tutorial repository and associated video you will learn how to get the Albedo texture from any Renderer using any Shader AND how to get the active textures on a Unity terrain at any given point. The problem is that Material. What I want to do is to click on a box to It seems raycast hit does not work for UI is it possible to get the . 6 (i think) its If you want the colour as displayed on screen accounting for lighting, effects etc. I am using this code but unfortunately i am getting this error: Unity - Raycast do not detect any object. This property can be accessed off the main thread. renderTexture; var mousePos = Input. However, because this transparency is being created in a shader, this raycast still sees the object as if it has a roof (which makes sense) My question to the brilliant minds of the unity community: The uv texture coordinate at the collision location. textureCoord always returns the coordinates (0,0), respectively, the pixel color is also Hi to all, is there a way I can get the UV coordinates of a mesh when i hover or click my mouse over the mesh? i found a tutorial regarding UV texture coordinates but what i want is the 0-1 UV coordinates of a mesh. It is sometimes useful to have a mathematical representation of that line //This script detects mouse clicks on a plane using Plane. gameObject. unity3d. sprite. Hot Network Questions Advice for creating a clean table with tabularray How to accept the completion text in PowerShell terminal? How do you get a material from a raycast point? I looked it up and everything I found was ancient and didn’t seem to work at all. GetPixel might be slower than some other texture methods because it converts the format the texture uses into Color. cxfcw svnk esi yddvcx dfyqu klktb tsqf gdocl vsp havfjm