3D objects in space placed on 2D plane as pixels (searching for ideas)

Hi guys!
I am working on a project where I have data points as cubes in 3D space. What I need to do is to create a plane which will be some kind of a mirror, and wherever I place it, to give me an image of how that data points would look like on 2D, viewed from the plane. Each datapoint projected as a pixel (or small circle) on the 2D plane. I thought of shooting a raycast from each cube to the plane, and since the raycast must land on the plane with 90 degrees, I thought somehow to connect it with the normals of the plane. I am not sure if that would be possible, and also if it is a good idea, because when I change the position of the plane, the order of pixels should change as well, therefore i must put the raycasts in the update function . That means shooting raycasts the whole time.

Please if someone of you have another ideas of how could I do this, I would be very grateful.
Thanks in advance :))

even hundreds or thousands of raycasts wont be a problem on pc,
on mobile could even lazily update them with x amount per frame if its too slow… (or basically only when its moving)

but could also do something like this,

(although cant remember if this version had some bug or not…)

Thanks mgear.
I am a bit of a novice in Unity, so I am not pretty sure what this script actually does.
Should I add it on the each of the data points and as “World Object” set the 2D Plane, or? :slight_smile:

Then easier to test with raycasts first, if its too slow then look for alternatives.

And currently that script would only track one object, also no need to generate that new texture there,
worldobject is the object to track, then attach script to the plane, in this case, should be below the world object,
as its using X and Z axis to get pixel x and y position.