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)
See Also: Physics.Raycast, Physics.Linecast, Physics.RaycastAll.