Is there a simple way to retrieve mesh vertex transform data?

I am making a racing game that has long, point to point tracks. Placing waypoints for the AI cars by hand is extremely time consuming. I’d like to be able to get each vertex’s transform.position and transform.rotation down one side of the track, so I can create the waypoints and place them on the vertices automatically.

So my question is, how do I retrieve the vertices’ x,y,z global position and local rotation (I’ll need to use this to create offsets, depending on which lane the cars are in).

Cheers :slight_smile:

There are 2 ways to do that, get the vertex TransformPoint

get the vertex position + object position of the mesh. it will give you the global position.

sometimes raycast can be useful for identifyint parts of mesh by their geometry.