I have a plane with a MeshCollider, and it has weird problems with raycasting. It seems that when I cast a ray from the top of the plane, it works fine. The raycast can detect that it hits the plane. But when I cast a ray from the bottom of the plane, it doesn't detect that it hits the plane. I drew a line and the ray should hit the plane.
When I change the MeshCollider to BoxCollider, the rays work correctly.
Is there any reason for this problem? How can can I shoot a ray from beneath the plane with a MeshCollider?
Answer by MountDoomTeam
Mar 09, 2013 at 08:52 AM
Hello, can you see the mesh from both sides? Yes Colliders are mostly made to work just in one direction, there may be a workaround for double sided planes, although in games they normally have 2 planes
Does it mean it will only work on the side with the normal vector pointing forward?
Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.
The best place to ask and answer questions about development with Unity.
To help users navigate the site we have posted a site navigation guide.
If you are a new user to Unity Answers, check out our FAQ for more information.
Make sure to check out our Knowledge Base for commonly asked Unity questions.
If you are a moderator, see our Moderator Guidelines page.
We are making improvements to UA, see the list of changes.
Answers and Comments
11 People are following this question.
Dynamic Alpha Gradient Texture Collision Detection
Math - calculate position in world space from ray on infinite plane
Dragging a Camera along a plane / Where's the error?
RaycastHit Triangle Index Problem