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.
Note: A textureCoord2 requires the collider to be a MeshCollider.
using UnityEngine;
public class Example : MonoBehaviour { // 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.
Camera cam;
void Start() { cam = GetComponent<Camera>(); }
void Update() { // Only when we press the mouse if (!Input.GetMouseButton(0)) { return; }
// Only if we hit something, do we continue RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)) { return; }
// Just in case, also make sure the collider also has a renderer // material and texture. Also we should ignore primitive colliders. 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; }
// Now draw a pixel where we hit the object 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(); } }