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Pixel picking is effective if you need to do lots of raycasts from one source. You bear the overhead of rendering and readback once, then get all your many picks at low incremental cost each. To get just one ray result you've already had to calculate thousands or millions whether you use them or not. If you're only doing a few raycasts at a time (say a ...


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Place this on an empty GameObject in the scene: public class TestColourAndPosition : MonoBehaviour { void Start () { for (int i = 0; i < 10; i++) { GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(i * 2.0f, 0, 0); ...



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