Method TryGetTerrainPoint
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
TryGetTerrainPoint(Vector3, out Vector3, Transform)
Like TryGetGroundPoint(Vector3, out Vector3, Transform) but only accepts a TerrainCollider.
public static bool TryGetTerrainPoint(Vector3 worldPos, out Vector3 ground, Transform ignore = null)
Parameters
Returns
Remarks
This distinction is the entire point, and it cost a full investigation to find on 2026-09-15. The readiness check used to accept ANY collider, so it was satisfied by whatever the hero happened to be standing on - a prop or the campfire platform at y≈11.0 - while the MapMagic terrain under that spot was still at y≈8.41, 2.7 m lower. The gate said "ready", the test started, SpawnProp placed the cauldron at the hero's Y, and the cauldron hung 1.9-2.5 m in the air over terrain that had not settled.
Measured: it happened in BOTH runs of a two-run sequence, and ONLY on the first test of each run (BrewFullCauldron: ground 1.86 m and 2.50 m below the cauldron); every later test in the same run reported ground exactly 0.01-0.06 m below. "Something is below" is not "the terrain is here".