I’ve written a voxel system that smooths the top of a cubes four vertices rather than just maxing them to their corners. this is based on simplexnoise so sometimes a value is only 0.0001 above the integer or below, etc.
90% is working nicely at this point. I’m running waves of debugs on this code since last night and I’ve found that my raycast hit.point is only sending numbers to the tenth (1.1, 1.2) for collision math with makes my 15.95 turn into a 16, so it thinks I’ve hit an empty cube, when I really hit the 15.
here is the debug:
cube: (3.0, 16.0, 2.0)
hit: (3.9, 16.0, 2.5)
height: 15.95
I could just round everything to the tenth, but… can hit.point not go anymore specific than this? Is this a setting somewhere?
Thank you.