by aftrumpet
Last Updated November 09, 2018 00:13 AM

I am trying to cast a shadow on a set of points in Unity that are below a `BoxCollider`

object (have an x and z that would be in the box but y is below it). I previously used InverseTransform point to check if the points were in the bounding box, however it doesn't seem to work here because it would only check if the point y in the box frame is below the box.

In addition, I am doing this calculation on a thread so I can't use raycasting or any of the other Unity APIs available. How might I check if a point is below the box using strictly vector/quaternion math?

- Serverfault Help
- Superuser Help
- Ubuntu Help
- Webapps Help
- Webmasters Help
- Programmers Help
- Dba Help
- Drupal Help
- Wordpress Help
- Magento Help
- Joomla Help
- Android Help
- Apple Help
- Game Help
- Gaming Help
- Blender Help
- Ux Help
- Cooking Help
- Photo Help
- Stats Help
- Math Help
- Diy Help
- Gis Help
- Tex Help
- Meta Help
- Electronics Help
- Stackoverflow Help
- Bitcoin Help
- Ethereum Help