Protected
constructorReadonly
barycentricBarycentric coordinate of the hit on the triangle. This is used to interpolate values over the triangle surface. Essentially, these are weights for each of the 3 triangle vertices. For example, you can compute the hit position from vertex positions as: (V0*b0 + V1*b1 + V2*b2). We already have the hit position in RayCastHit, but 'V' can be any interpolated value, such as color or texture coordinate.
Readonly
indexIndex of the triangle in the mesh. Note, this is the index of the triangle in the collision mesh, which won't necessarily correspond to the same index on the render mesh (depending on type and bake settings).
Readonly
meshCollision mesh containing the triangle.
Readonly
vertexVertex indices in the mesh. Note, these are the indices of the vertices in the collision mesh, which won't necessarily correspond to the same indices in the render mesh (depending on type and bake settings).
Readonly
vertexWorld-space vertex positions.
Returns the name of this object's type.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other
. Useful for checking if two references point to the same thing.
Triangle hit information, available when a ray cast intersects a collision mesh.
Example