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I agree with JonBee that a Plane test should work well. In response to your comment, the world-space intersection that you calculate resides on the plane that you want the cube to move in regardless of the cube's current orientation. The thing I think you have overlooked is that the plane you need to construct has "Up" (0, 1, 0) for its' normal and should ...


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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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