I’m trying to detect the bottom surface of terrain because I’m working on a smooth terrain to triangle terrain system which raycasts points and draws triangles between them. Only problem is that it raycasts from the top of the terrain, so how would it detect tunnels & such in the terrain. Here’s an example of what it currently looks like:
Nice work, looks good. Have you tried using shapecasting? Unlike rays, which only interact with one point on a surface, shapecasts interact with a larger area. This means that when passing through complex structures such as tunnels or cavities, shapecasts will be able to capture these structures even if they are not visible from the outside.
I’ve never used shapecasts before so I’m unsure how they work. Are they just like raycasts? And how would I find each visible surface it finds?
I haven’t worked with shapecastings yet either, but I think it might help you. Read this documentation: Introducing Shapecasts.
Alright, I’ll try that. Thanks!
Hope this helps. It’s always nice to see something work, especially in my case.
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