I've done Raycast in a normal of my cube.

I get the normal with:

```
RaycastHit.normal
```

**My Question: How I can find the vectors of the vertices of the normal??**

Thanks!

I've done Raycast in a normal of my cube.

I get the normal with:

```
RaycastHit.normal
```

**My Question: How I can find the vectors of the vertices of the normal??**

Thanks!

I think the terminology is a little confused here. I think you're saying "normal" when you mean "triangle".

http://en.wikipedia.org/wiki/Surface_normal

This is how you get the corner vertexes of the triangle.

http://unity3d.com/support/documentation/ScriptReference/RaycastHit-triangleIndex.html

You could use RaycastHit.triangleIndex.

This function works only if the collider that was hit is a MeshCollider.

try barycentric coordinates. the example on the link below does exactly what you are looking for-- an interpolated normal based on the triangle you hit.

http://unity3d.com/support/documentation/ScriptReference/RaycastHit-barycentricCoordinate.html