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Question by Marquo · May 06, 2015 at 12:32 PM · normalssurface normal

Collision normal from OnControllerColliderHit does not match surface

Hi all,

I am trying to get the normal of the ground under my CharacterController's feet. I use some code like the following:

 public class Character : MonoBehaviour 
 {
 private List<ControllerColliderHit> contactPoints = new List<ControllerColliderHit>();
 void Update () 
 {
     contactPoints.Clear();
     GetComponent<CharacterController>().Move(runVelocityPlusGravity);
     foreach(ControllerColliderHit hit in contactPoints)
     {
         Debug.DrawLine(hit.point, hit.point + hit.normal, Color.red);
     }
 }
 
 void OnControllerColliderHit(ControllerColliderHit hit) 
 {
     contactPoints.Add(hit);
 }
 }

On a flat floor (normal 0, 1, 0) I see the normal drawn constantly flicker between about (-0.7, 0.7, 0) and (0.7, 0.7, 0) - i.e it's up to about 45 degrees out.

I guess maybe this is the normal on the capsule of the point that's collided, but I'd like to get the normal of the floor. It seems like Unity must have this information at the time the collision takes place. Is this possible to find the actual surface normal without doing extra raycasts and such?

As a side I used this exact code on a previous version of Unity and if memory served it worked just fine.

Thanks!

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Answer by Xypherorion · Jan 08, 2016 at 02:48 PM

As far as my comprehensive research suggests unfortunately extra raycasts will be necessary unless the Unity crew decide to expose the surface normal from the collision.

I suspect they did not include it in the data format to keep a smaller memory footprint, while useful, perhaps it is in fact faster to use raycasts to find it. (Performance vs memory?) Since we can't see the unity source itself...we have to keep guessing...

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