I have a gameobject that occupies the whole screen just for testing purposes. I'm drawing a line btw. What I'm trying to achieve is if the mouse position hits a gameobject it will store the vector2 coordinates in a list. But raycast is not storing all the coordinates. Below is my code
private void Update()
{
if (Input.GetMouseButton(0))
{
Vector2 mousePos = Input.mousePosition;
Vector2 Pos = _camera.ScreenToWorldPoint(mousePos);
if(!mousePositions.Contains(Pos))
mousePositions.Add(Pos);
if (Physics.Raycast(Camera.main.ScreenPointToRay(mousePos), out RaycastHit hit))
{
Vector2 textureCoord = hit.textureCoord;
int pixelX = (int)(textureCoord.x * _templateDirtMask.width);
int pixelY = (int)(textureCoord.y * _templateDirtMask.height);
Vector2Int paintPixelPosition = new Vector2Int(pixelX, pixelY);
if (!linePositions.Contains(paintPixelPosition))
linePositions.Add(paintPixelPosition);
foreach (Vector2Int pos in linePositions)
{
int pixelXOffset = pos.x - (_brush.width / 2);
int pixelYOffset = pos.y - (_brush.height / 2);
for (int x = 0; x < _brush.width; x++)
{
for (int y = 0; y < _brush.height; y++)
{
_templateDirtMask.SetPixel(
pixelXOffset + x,
pixelYOffset + y,
Color.black
);
}
}
}
_templateDirtMask.Apply();
}
}
}
Everytime I checked the element count mousePositions are always greater than linePositions. I don't know what's causing this