Texturecoord resolution: can you get better than tenths, like 0.0-1.0?

Quick question, am using raycasting to determine where on a texture I’m hitting, works great. But am printing out the results, and it’s always between 0.0 and 1.0, in X and Y, in steps of 0.1. Wondering if this is just an artifact of printing to the console (truncating decimals) or are the texturecoord values reported at the 0.1 level of resolution?

Thanks all!

Yes. Values are never truncated; you can print the x and y elements separately if you want to see the “real” numbers.

–Eric

Excellent. I see it’s the same idea with hit.point (x, y, z) – when printed as a list, it’s in parentheses and there’s only one decimal point, to save space…but separately you get all the decimal places. Thanks!