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I am performing raycasts for my player navigation (click the floor to move). Within my scene there are various trigger boxes which when walked into perform various functions. I want the movement system to ignore the trigger boxes and just detect for the floor collider. In Unity there is an...
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but I generate them using an optimized clipping algorithm instead of blasting out raycasts. It's then just a matter of checking the uv coordinates of all light meshes at the player's location. This turned out to be a really fast calculation, so worked out well in the end :-). Here's...