Legacy Documentation: Version 2017.2 (Go to current version)
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# RaycastHit.barycentricCoordinate

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public var barycentricCoordinate: Vector3;
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.

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

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;
Vector3 n0 = normals[triangles[hit.triangleIndex * 3 + 0]];
Vector3 n1 = normals[triangles[hit.triangleIndex * 3 + 1]];
Vector3 n2 = normals[triangles[hit.triangleIndex * 3 + 2]];
Vector3 baryCenter = hit.barycentricCoordinate;
Vector3 interpolatedNormal = n0 * baryCenter.x + n1 * baryCenter.y + n2 * baryCenter.z;
interpolatedNormal = interpolatedNormal.normalized;
Transform hitTransform = hit.collider.transform;
interpolatedNormal = hitTransform.TransformDirection(interpolatedNormal);
Debug.DrawRay(hit.point, interpolatedNormal);
}
}
```

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