Dynamic RayCast System v2.0

This is colliders free system which uses custom Ray and SphereCast functions to detect objects. It supports Skinned and Rigid(Non Skinned) meshes.

  • RayCast and RayCastAll against triangular meshes
  • SphereCast ans SphereCastAll against triangular meshes – useful for simulating (projectiles)
  • OverlapSphere – test against bounds and triangular meshes
  • OverlapBox – test against bounds and triangular meshes
  • Object types: Skinned, Rigid (Non Skinned)
  • Custom LOD Meshes – use them for intersection at distance. This can help greatly improves performance
  • Swap LOD meshes at runtime. This will force the simpler meshes to be rendered at distance
  • Temporarily exclude objects from the system
  • Adding components at runtime
  • Get the closest bone to a hit point – This way you can attach some objects to that bone transform
  • Stick objects to the hit point on Skinned Meshes – Every frame a new position is calculated
  • Mesh Grouping Tool – select and group triangles by tags, i.e. define character’s head with tag “head”
  • Rich “DRCHitInfo” class filled with information about any intersected object

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