I’m using this method to get the color of a pixel from a background plane directly behind this object. It works well in the player, but when deployed on Android, it does not work. On Android, the print statement gives me FFFFFF
(white). Anyone has any idea why?
void Update()
{
Vector3 screenPos = Camera.main.WorldToScreenPoint(transform.position);
Ray ray = Camera.main.ScreenPointToRay(screenPos);
RaycastHit[] hits;
hits = Physics.RaycastAll(ray, Mathf.Infinity);
foreach (var hit in hits)
{
if (hit.collider.gameObject.tag == "backgroundPlane")
{
Texture2D TextureMap = (Texture2D)hit.transform.GetComponent<Renderer>().material.mainTexture;
var pixelUV = hit.textureCoord;
pixelUV.x *= TextureMap.width;
pixelUV.y *= TextureMap.height;
//print("Sphere: " + TextureMap.GetPixel((int)pixelUV.x, (int)pixelUV.y) + " : " + ColorUtility.ToHtmlStringRGB((TextureMap.GetPixel((int)pixelUV.x, (int)pixelUV.y))));
colorBehindSphere = TextureMap.GetPixel((int)pixelUV.x, (int)pixelUV.y);
if (CheckIfIsShadow(colorBehindSphere))
{
isOnShadowOrBackground = true;
}
else
{
isOnShadowOrBackground = false;
}
}
}
}