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