I am attempting to transform the components of a mesh directly using a 4x4 matrix. This is working for the vertex positions, but it is not working for the normals (and probably not the tangents ...
I've used off centre projection to create a custom projection matrix for my camera. When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not ...
I have the following three vectors: posA: (1,2,3) normal: (0,1,0) offset: (2,3,1) I want to get the vector representing the position which is offset in the direction of the normal from posA. ...
In Unity3d, i can get the normal of the surface with which the collider collides using hit.normal, but is there a way to find which side has been hit what is provided bu Unity3d? One solution is to ...