Get height of a Mesh by X and Z coordinates

Hi,

well I create a mesh dynamically and I set its height by code:

    private Tile GenerateTile(int x, int z) {

		var Pink = seedBeta;
		var n = new CoherentNoise.Generation.Fractal.PinkNoise(Pink); //213321

        GameObject plane =
                    (GameObject)Instantiate(terrainPlane, new Vector3(x * planeSize, 0, z * planeSize), Quaternion.identity);
        plane.transform.localScale = new Vector3(planeSize * 0.1f, 1, planeSize * 0.1f);
        plane.transform.parent = transform;

        plane.name = "Chunk_"+x+","+z;

        // Get the planes vertices
        Mesh mesh = plane.GetComponent<MeshFilter>().mesh;
        Vector3[] vertices = mesh.vertices;

        // alter vertex Y position depending on simplex noise)
        for (int v = 0; v < vertices.Length; v++) {
            // generate the height for current vertex
            Vector3 vertexPosition = plane.transform.position + vertices[v] * planeSize / 10f;
            
			float height = n.GetValue(vertexPosition.x * detailScale, vertexPosition.z * detailScale, 0);
			// scale it with the heightScale field
            vertices[v].y = height * heightScale + baseLine;
        }

        mesh.vertices = vertices;
        mesh.RecalculateBounds();
        mesh.RecalculateNormals();

        plane.AddComponent<MeshCollider>();

        Tile tile = new Tile();
        tile.gameObject = plane;
        tile.tileX = x;
        tile.tileZ = z;

        return tile;
    }

And well I have some problems with the generation, because sometimes when the terrain is generated the player falls through the terrain because it’s very high…

I want to do a function that calculates the Y value only putting the X and Z coordinates… To set the player at the same height as the terrain…

I want to make an equivalent of TerrainData.GetHeights… But I don’t know where I can start… I found before RayCast and I have been doing some tests… But It wasn’t so useful…

So what can I do?

Thanks in advance.
Bye.

You can use Collider.Raycast(). This will Raycast() only against the specific collider rather than everything in the scene like a Physics.Raycast() would do. Say you have a height that is above any possible height in your plane and an X and Z defining a coordinate, you can do:

RaycastHit hit;
Ray ray = new Ray(new Vector3(x,maxHeight,y), Vector3.down);
if (plane.collider.Raycast(ray, out hit, 2.0f * maxHeight)) {
	Debug.Log("Hit point: "+hit.point);
}