# \[RELEASED\] Pixel Raycaster

**URL:** https://discussions.unity.com/t/released-pixel-raycaster/1710657
**Category:** Community Showcases
**Tags:** Animation, Universal-Render-Pipeline, Asset-Store-Assets, Tools-Physics
**Created:** [February 27, 2026, 12:43am UTC](https://discussions.unity.com/t/released-pixel-raycaster/1710657 "2026-02-27T00:43:52Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![ChetkiCode](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/chetkicode/32/998713_2.png) [@ChetkiCode](https://discussions.unity.com/u/ChetkiCode)
#### Post date: [February 27, 2026, 12:43am UTC](https://discussions.unity.com/t/released-pixel-raycaster/1710657/1 "2026-02-27T00:43:52Z")

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Hi everyone!

I’m excited to announce that **Pixel Raycaster** is finally available on the Unity Asset Store!

Asset Store Link: [**Pixel Raycaster**](https://assetstore.unity.com/packages/tools/physics/pixel-raycaster-352560)

[![](https://europe1.discourse-cdn.com/unity/original/4X/a/0/4/a04a9b3b71ec9f4b1bd718cedf4c2ae41e201933.jpeg "[RELEASED] Pixel Raycaster") ](https://www.youtube.com/watch?v=Uh-1Dhs_ZRI)

**Pixel Raycaster** is a tool for performing pixel-perfect raycasting. It is designed for scenarios where standard collider-based raycasting accuracy is insufficient, as well as cases requiring fast and detailed raycasting against animated meshes.

The tool supports all types of meshes, including MeshRenderer and SkinnedMeshRenderer, as well as custom geometry sources provided by the developer. Upon a successful hit, Pixel Raycaster provides the hit point in world space, along with associated hit data linked to one or more renderers. The tool’s architecture is optimized for high performance, allowing for hundreds or even thousands of raycasts per frame without significant execution time overhead.

The solution integrates seamlessly into the Unity component system and can be used either as a standard MonoBehaviour or as a standalone C# class for direct calls from code, independent of scene components. This provides architectural flexibility, making the tool suitable for both component-oriented and lower-level or service-based systems.

Pixel Raycaster is compatible with all platforms supported by Unity, making it a versatile choice for various projects and target environments.

**Features:**

- Perform pixel-perfect raycasting.
- Provides the hit point in world space, along with associated hit data linked.
- Supports all types of meshes: static, animated and custom (including 2D).
- Integrates seamlessly component system or standalone C# class.
- Includes out-of-the-box components and a standalone C# classes covering all features.
- Plug-and-play integration.
- Fully compatible with both legacy and new unity input system.
- Features a flexible event system for hover and button (mouse, keyboard, joystick and etc) states (down, hold, up, click).
- Includes sample scenes for all features.
- Optimized for high performance (hundreds or even thousands of raycasts).
- Extensive documentation for a clear and seamless setup.
- Documentation of access in English, Chinese, Japanese, Korean, and Russian.
- Compatible with all platforms.

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<div class="post-metadata">

### Author: ![ChetkiCode](https://dub1.discourse-cdn.com/unity/user_avatar/discussions.unity.com/chetkicode/32/998713_2.png) [@ChetkiCode](https://discussions.unity.com/u/ChetkiCode)
#### Post date: [March 19, 2026, 1:18pm UTC](https://discussions.unity.com/t/released-pixel-raycaster/1710657/2 "2026-03-19T13:18:42Z")

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> **Update: The offer is no longer available. Thank you all!**
>
> Hi everyone,
> 
> Quick follow-up on [Pixel Raycaster](https://assetstore.unity.com/packages/tools/physics/pixel-raycaster-352560).
> 
> I’m currently looking for a few developers working on active projects to try it out in more demanding or production-like scenarios.
> 
> I have a limited number of vouchers I can share with devs who:  
> • Have a project where they can quickly try it out  
> • Are open to sharing their experience after testing it (anything from quick impressions to technical feedback)
> 
> Also, I’ve recently added a set of [video tutorials](https://www.youtube.com/watch?v=pC8IIN7yWcE&list=PL8ZVjv0OtVyEcyY67cwwy6WEKMX9xrKqD&index=3) that cover setup, core workflow, and a few practical examples - should make it easier to evaluate the asset in your own project.
> 
> The main goal right now is to see how it behaves across different setups and identify what could be improved next.
> 
> If this sounds useful for your project, feel free to reply here, DM me, or email me at [support@chetkicode.com](mailto:support@chetkicode.com) - just include a short note about what you’re working on.
> 
> Thanks a lot for your time and feedback!
