So I’m trying to deform a mesh based on a collision’s contact point. For some reason, when I use Vector3.Distance( vertex pos, contactpoint pos) to check for the radius difference between the contact point and each vertex, I get crazy values that range from 30 to 55, when they should be a lot smaller. This causes nothing to be distorted. Another strange thing, is that when using debug.log, I can see that the distances for each vertex to the contact point are all within a few thousandths of each other.
I’ve tried converting the vectors between global and local coordinates, and it fixes nothing.
I’ve looked all over google, and there are many people complaining about similar issues with no good answers being given.