Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RaycastHit.triangleIndex

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var triangleIndex: int;
public int triangleIndex;
public triangleIndex as int

Description

The index of the triangle that was hit.

Triangle index is only valid if the collider that was hit is a MeshCollider.

	// Attach this script to a camera and it will
	// draw a debug line triangle triangle
	// at the triangle where you place the mouse.
	function Update () {
		// Only if we hit something, do we continue
		var hit : RaycastHit;
		if (!Physics.Raycast (camera.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 vertices = mesh.vertices; var triangles = mesh.triangles;

// Extract local space vertices that were hit var p0 = vertices[triangles[hit.triangleIndex * 3 + 0]]; var p1 = vertices[triangles[hit.triangleIndex * 3 + 1]]; var p2 = vertices[triangles[hit.triangleIndex * 3 + 2]];

// Transform local space vertices to world space var hitTransform : Transform = hit.collider.transform; p0 = hitTransform.TransformPoint(p0); p1 = hitTransform.TransformPoint(p1); p2 = hitTransform.TransformPoint(p2);

// Display with Debug.DrawLine Debug.DrawLine(p0, p1); Debug.DrawLine(p1, p2); Debug.DrawLine(p2, p0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        RaycastHit hit;
        if (!Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), 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);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		hit as RaycastHit
		if not Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), ):
			return
		meshCollider as MeshCollider = (hit.collider as MeshCollider)
		if (meshCollider == null) or (meshCollider.sharedMesh == null):
			return
		mesh as Mesh = meshCollider.sharedMesh
		vertices as (Vector3) = mesh.vertices
		triangles as (int) = mesh.triangles
		p0 as Vector3 = vertices[triangles[((hit.triangleIndex * 3) + 0)]]
		p1 as Vector3 = vertices[triangles[((hit.triangleIndex * 3) + 1)]]
		p2 as Vector3 = vertices[triangles[((hit.triangleIndex * 3) + 2)]]
		hitTransform as Transform = 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)