Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

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

RaycastHit.textureCoord2

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 textureCoord2: Vector2;
public Vector2 textureCoord2;

Description

The secondary uv texture coordinate at the impact point.

This can be used for 3D texture painting or drawing bullet marks. If the collider is not a mesh collider, Vector2.zero will be returned. If the mesh contains no secondary uv set, the uv of the primary uv set will be returned.

// Attach this script to a camera and it will paint black pixels in 3D 
// on whatever the user clicks. Make sure the mesh you want to paint 
// on has a mesh collider attached.

var cam: Camera;

function Start() { cam = GetComponent.<Camera>(); }

function Update () { // Only when we press the mouse if (!Input.GetMouseButton (0)) return;

// Only if we hit something, do we continue var hit : RaycastHit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), hit)) return;

// Just in case, also make sure the collider also has a renderer // material and texture. Also we should ignore primitive colliders. var rend: Renderer = hit.transform.GetComponent.<Renderer>(); var meshCollider = hit.collider as MeshCollider; if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null) return; // Now draw a pixel where we hit the object var tex : Texture2D = rend.material.mainTexture as Texture2D; var pixelUV : Vector2 = hit.textureCoord2; pixelUV.x *= tex.width; pixelUV.y *= tex.height; tex.SetPixel(Mathf.FloorToInt(pixelUV.x), Mathf.FloorToInt(pixelUV.y), Color.black); tex.Apply(); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Camera cam; void Start() { cam = GetComponent<Camera>(); } void Update() { if (!Input.GetMouseButton(0)) return; RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)) return; Renderer rend = hit.transform.GetComponent<Renderer>(); MeshCollider meshCollider = hit.collider as MeshCollider; if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null) return; Texture2D tex = rend.material.mainTexture as Texture2D; Vector2 pixelUV = hit.textureCoord2; pixelUV.x *= tex.width; pixelUV.y *= tex.height; tex.SetPixel(Mathf.FloorToInt(pixelUV.x), Mathf.FloorToInt(pixelUV.y), Color.black); tex.Apply(); } }