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I'm wondering if there might be a way to do this readily. Let's say I have a collection of meshes, as shown, and they intersect one another. Is there a way to "get" the points along the intersections, or reference them somehow? http://img109.imageshack.us/f/intersections.png/ Any ideas for how to go about this or where to read up would be helpful. Thanks!
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You could use Bounds.Intersects on a Collider which gives you the world space bounding volume of it and then call the function ClosestPointOnBounds. (not really an answer, but maybe a starting point) Edit: Maybe Collision.contacts is the way to go. Hmmm... maybe I can futz with the way the collision is defined... Thanks for the suggestions.
Feb 23 '11 at 11:47 PM
rule62
Bumping this thread, I'm trying to figure a way to do this too. Anyone make any break-thrus?
Oct 07 '11 at 11:38 PM
Finjitzu
Just curious; Could I use this to find the contact points between a compound collider rigidbody object and a rigidbody trigger? It seems Collision.contacts cannot be used with Triggers. :(
Jul 11 '12 at 04:00 PM
Muuskii
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