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chameleon/Assets/Scripts
adminandClaude Opus 4.8 346a0c6e8c Fix eyedropper sampling base map at wrong UV on convex/primitive colliders
hit.textureCoord is only filled for non-convex MeshColliders; on a convex
MeshCollider (or Box/Sphere/Capsule) it returns Vector2.zero, so the pick
sampled the foreign material's base map at texel (0,0) - a constant, wrong
color ("base map ignored"). Now the UV is recovered from the renderer mesh
itself (camera ray vs triangles, Moeller-Trumbore, barycentric UV) for
convex/primitive colliders, with the screen-pixel pick as fallback when the
mesh is not readable. The fast non-convex path is unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 21:39:25 +02:00
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