Particle Collider collision contact point?

Is there no way of getting the contact point of a world particle collider collision?

The function only returns the GameObject… not overly helpful when you want to span something at the point of impact :frowning:

Is there any other way of getting this?

No takers?

More like: No solution unless you implement your own particle system and do a mass of raypicks all the time to detect collisions.

I would guess and hope that Unity 3 upgrades physx and fully integrates the physx particle system including its nice features with particle flows over coliders and related to that the collision etc

If the system is small enough, you could just go through the particles array for the emitter and Instantiate on the particle closest to the object… So long as it isn’t irregularly shaped, it should give you the right answer more often than not.

That wont work as the objects I am comparing particle distance to will compare against its pivot, not its collision position. Whats if the object is huge and the particles are near the edge? some particles might be closer to object pivot, but not closer to a collision that others that are closer to the mesh but further from the pivot.

Yup… if they can already get the collision object, I am sure under the hood, the collision point is there for exposing.

I know the newer Physx libraries are not fully backward compatible, but at some stage UT will need to bite the proverbial bullet and make the switch!

Hopefully it wont require a wait for 3.0!