public Vector3?DebugMeshAtCursor(Ray ray) { // if (cam == null) { // cam = Camera.current; // if (cam == null) { // return null; // } // } RaycastHit hit; if (!Physics.Raycast(ray, out hit, 10000)) { return(null); } MeshCollider meshCollider = hit.collider as MeshCollider; if (meshCollider == null || meshCollider.sharedMesh == null) { return(null); } Mesh mesh = meshCollider.sharedMesh; Vector3[] vertices = mesh.vertices; int[] triangles = mesh.triangles; var i0 = hit.triangleIndex * 3 + 0; Vector3 p0 = vertices [triangles [i0]]; Vector3 p1 = vertices [triangles [i0 + 1]]; Vector3 p2 = vertices [triangles [i0 + 2]]; Transform hitTransform = hit.collider.transform; p0 = hitTransform.TransformPoint(p0); p1 = hitTransform.TransformPoint(p1); p2 = hitTransform.TransformPoint(p2); Debug.DrawLine(p0, p1, color); Debug.DrawLine(p1, p2, color); Debug.DrawLine(p2, p0, color); // i0 is the first vertex of the triangle that was hit meshCollider.SendMessage("OnMeshDebug", i0, SendMessageOptions.DontRequireReceiver); return(hit.point); }