Facing the Camera: “Physics.Raycast” vs “Vector3.Dot” in Unity3D – PART 2

After further optimization testing, I felt I had enough content to write a new blog post, to follow up the original article from earlier. The big reason is because the results I came up with were wrong, due to a major flaw in my testing environment. This article will cover physics colliders parented to other objects, dot product vs raycasting, and a little bit of multithreading in Unity3D.

A lot of random-looking dancing objects. This is harder to compute than you think!

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