Ok, subject doesn’t help 
I wish to place an object (a plane) on a surface that may be non planar.
It won’t be a mesh because that’s too expensive but may be multiple box colliders at varying angles etc.
As I can’t afford any real-time mesh deformation (!!!) how does my plane take the ‘average’ angle of the multiple surfaces beneath it and then place itself at the angle.
Hope that’s clear
, or indeed any other suggestions appreciated.
Basically I am trying to be cheap and place ‘mud’ on the floor - my mud (for gaming reasons) are quite large so just simply plotting them everywhere looks a bit rough - but (I assume) if they took the average alignment of the surfaces beneath it then they would (perhaps!) look better.
A neater/simpler solution would also be welcome.
Cheers
I would use a projector and project a image onto your objects. With each projection I would also create sphere trigger where if someone entered it and was in contact with a floor surface you could simulate the mud effect. (like on a wheel if you are doing a racing game)
Hey BigMisterB!
Ooooooooh!; that sounds very interesting ; not sure “exactly” what you mean and how to implement but it sounds VERY cpu/gpu expensive…???
Cheers
Projectors by themselves can be expensive in iOS, any mesh they hit will be drawn twice, once with it’s original material and then a 2nd time with the projected texture. If you’re spawning these at runtime and they might possibly overlap the same target mesh(es) this can quickly gut performance.
There are few alternatives but as this is for iOS it would really help to know more specifics, is this a racing game, how complex is underlying geometry, screenshots/visual-examples of exactly what kind of effect you’re trying to achieve ect ect.