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(); } }