I’m trying to get the pixel colour where the ray hits the texture, it’s a simple black and white maze map.
I know I’m doing something wrong here, but if somebody could help I’d really appreciate it. Here’s the code:
if (Physics.Raycast (ray, hit)) {
var TextureMap: Texture2D = hit.transform.renderer.material.mainTexture;
var pixelUV = hit.textureCoord;
pixelUV.x *= TextureMap.width;
pixelUV.y *= TextureMap.height;
print ( "x=" + pixelUV.x + ",y=" + pixelUV.y + " " + TextureMap.GetPixel (pixelUV.x,pixelUV.y) );
}
X and Y are both coming out as zero. the texture is RGB Compressed DXT1 - does it need to be something else ?