Hi @Leonidas, I just check that two projects, but I can confirm there’s only work with 1.35 playcanvas engine to, not with the current ones above 1.4.
Anyway, I see on this examples, this is more complex than what I really need. If you can point me in the right direction, I think what I need to do is more simple, here’s what exactly I need to do on playcanvas:
I have a model, let’s think a big cube, with a lot of mini small cubes with same size, each mini cube is a meshinstance from the big cube, and have a different uv, so If assign the same texture to a material, and assign to all the meshinstances, I will see every cube with a different uv position of the texture.
I don’t have to raycast to a specific mesh uv, that’s why I think this should be as complicated than this examples, I’m using my big cube with hierarchy, so every meshinstance is a separate entity with a render component, so every single mini cube entity has their own box collider, and when I raycast it, I know inmediatly the specific entity. So in this part, knowing the entity, and accessing to the render component, I can access to the material, and get the texture, but the complete texture, so what I need to know is:
- get the uv from the model to get only the part from the texture from that mini cube.
- get the color from that part of the texture, I always will get only one color from this mini cubes, so this mini cubes are working like a pixel, so I don’t need nothing to check and get more colors from this part of the texture from the mini cube.
and that’s all, I just need finally that colors, to create a equivalent big cube, but instead of using textures, I will create using material colors.
Hope I’m explain well, also what you mention about the render target pixel I think is the way to go, will check it!
thanks again leonidas!