Hey guys! I am trying to set up a random generated path that the player needs to follow (kind like a labyrinth) between two points.
For that I set up random coordinates between position A and B and then I have simple squared images and hitboxes that I scale and rotate to fill the distance between each point. Something like this:

Now. As the player moves through this path a image is supposed to be revealed inside the path and here is where the problems start.
1st. I can’t seem to use all these paths to mask a single image because the image needs to be the child of the mask so I can only have one mask at a time.
So I tried adding the same image to every single rectangle which complicated things because the paths they are all in different scales, positions and angles.
The scale and position of each image was easy to revert so they are all pixel perfectly aligned and then masked by their own path, but the rotation is being problematic.
I tried rotating the image back to it’s world Quaternion.Identity but for whatever reason the image inside the rotated parent is always distorted.
I also tried using Parent Constraint with a source from an point outside the parent, but the effects were the same.
I also saw some logic for editing masks so they will show the image outside it and not the image inside it, but I can’t figure out if there is a code or logic to get masks from other objects.
So please help!
• Is there a way to set this up where the child can just ignore the parent rotation?
• Is there a way to get the mask from an object that is NOT the parent? So then I can keep the images outside the parent and still get the mask effect?
• Is there a way to use multiple objects as masks?
• If not with masks would there another approach to this?
Thank you for the attention!

