ProceduralTerrain | Procedural voxel terrain generation in Unity | Game Engine library
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Procedural voxel terrain generation in Unity
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QUESTION
I am working on an arcade style Everest Flight Simulator.
In my debugger where I am building this, I have a terrain and helicopter class which generate the BufferGeometry terrain mesh, the Groups for the helipad Geometries, and the group for the helicopter Camera and Geometry.
My issue is that currently I can't seem to get any collision to detect. I imagine it may not support BufferGeometries so that is an issue for me because I need the terrain to be a Buffer since it's far too expansive... as a standard geometry it causes a memory crash in the browser.
However, testing the helipad geometries alone it still does not trigger. They are in a group so I add the groups to a global window array and set the collision check to be recursive but to no avail.
Ultimately, I am open to other forms of collision detection and may need two types as I have to use buffer geometries. Any ideas on how to fix this or a better solution?
The Helicopter Object Itself
...ANSWER
Answered 2019-Jul-08 at 20:53It's hard to tell what's going on inside your custom classes, but it looks like you're using an Object3D
as the first argument of the raycaster, instead of a Vector3
when you use this.heli.children[1].clone()
. Why don't you try something like:
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