Reads how far along the ray the hit was, in scene units; meaningful only when hit is true.
The picking result
The distance to the hit
Reads the mesh a pick hit; meaningful only when hit is true.
The picking result
The mesh that was hit
Reads the point in the scene where a pick hit the mesh; meaningful only when hit is true.
The picking result
The hit point
Tells whether a pick hit anything at all; check it before reading the mesh, point or distance.
The picking result
True when something was hit
Reads the index of the sub-mesh that was hit, for meshes split into several material sections.
The picking result
The sub-mesh index
Reads the index of the triangle that was hit within its sub-mesh.
The picking result
The face index
Reads the first barycentric coordinate of the hit inside its triangle, the weight of the triangle's second vertex, used to work out texture coordinates.
The picking result
The barycentric U coordinate
Reads the second barycentric coordinate of the hit inside its triangle, the weight of the triangle's third vertex, used to work out texture coordinates.
The picking result
The barycentric V coordinate
Reads the sprite a pick hit, when sprites rather than meshes were picked.
The picking result
The sprite that was hit
Shoots a ray into the scene and reports the first pickable mesh it hits, with the hit point and distance; read the parts with the other methods here.
The ray
The picking result
Shoots a ray from the active camera through the pointer's current position and reports the first pickable mesh it hits, the way a click selects.
The picking result
Finding what is under a ray or the pointer: a pick shoots a ray into the scene and reports the first pickable mesh it hits, where, how far away and on which face.
pickWithPickingRayuses the pointer's current position; the other methods read parts of a picking result.