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RaycastHit.triangleIndex

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public var triangleIndex: int;
public int triangleIndex;

Description

The index of the triangle that was hit.

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

#pragma strict
// This script draws a debug line around mesh triangles 
// as you move the mouse over them.
var camera: Camera;
function Start() {
	camera = GetComponent.<Camera>();
}
function Update() {
	var hit: RaycastHit;
	if (!Physics.Raycast(camera.ScreenPointToRay(Input.mousePosition), hit))return ;
	var meshCollider: MeshCollider = hit.collider as MeshCollider;
	if (meshCollider == null || meshCollider.sharedMesh == null)return ;
	var mesh: Mesh = meshCollider.sharedMesh;
	var vertices: Vector3[] = mesh.vertices;
	var triangles: int[] = mesh.triangles;
	var p0: Vector3 = vertices[triangles[hit.triangleIndex * 3 + 0]];
	var p1: Vector3 = vertices[triangles[hit.triangleIndex * 3 + 1]];
	var p2: Vector3 = vertices[triangles[hit.triangleIndex * 3 + 2]];
	var hitTransform: 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);
}
// This script draws a debug line around mesh triangles 
// as you move the mouse over them.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera camera; void Start() { camera = GetComponent<Camera>(); } 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); } }