show normals?

i have a script where as part of the script i move away from a sphere that i hit with a raycast via moving in the direction of the normal. this

		MovePosition = ray.GetPoint (intersect) + Nearest.normal * (Vector3.Distance (Moved.point, Moved.transform.position));

ray is a ray casted from crosshair to the plane made by the point of impact and the normal

basically i’d like to see normals (this is for the default unity sphere)
to make sure i’m getting what i expect.

just so you know my script behaves as expected with a cylinder (that is it finds the right normals and stuff) so i'm thing since the sides of a cylinder behave properly this MIGHT be a special sphere issue)

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Can't you just Debug.DrawRay them from the hit point?

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1 Answer

1

ended up doing draw ray and figuring it out