Ray returning surface normal

I just tested it and findPartOnRay now returns 3 arguments: object, position, normal and it works on complex union shapes including concave ones relatively well.

This is so so useful!
Here’s something I put together:
Custom character physics proof of concept

2 Likes

Exactly B)

This should be implemented as its own method, I don’t want the surface normal calculated if I don’t need it[/quote]
I know this is old now, but…

I don’t know how you think Ray Casting works, but the normal is already calculated during the cast process. All they have to do is return it.