Surface Candidate Scanner
Rapid Automated Perch Discovery Across Complex 3D Geometry
Hand-placing dozens of landing spots along intricate stone battlements, winding tree branches, or rocky cliffs takes hours of repetitive manual alignment. The Candidate Perch Scanner automates this by casting downward rays across selected scene colliders and generating valid PerchSpot candidates.
Open it via:
- Menu:
Window > Perch > Candidate Scanner(or via the Scanner tab in PERCH Studio).
Scanning Workflow
[Select Geometry] ──> [Configure Filters] ──> [Run Raycast Scan] ──> [Preview Points] ──> [Generate Spots (Undo-Safe)]
Step 1: Select Environment Geometry
Select the GameObjects containing colliders you want birds to land on (e.g., fence rails, rooftops, trees, or cliff edges).
Step 2: Configure Sampling Filters
- Sampling Grid Spacing: Distance between raycast samples (e.g.,
0.5m - 2.0m). - Max Surface Slope: Maximum allowable deviation from vertical up (e.g., $30^\circ$). Surfaces steeper than this angle are automatically rejected.
- Overhead Clearance Radius: Casts an upward sphere check from the hit point to ensure the landing area has sufficient open airspace for wings and approaches.
- Target Layer Mask: Restricts raycasts to specific environment layers.
Step 3: Run the Scan & Preview Candidates
Click Scan Geometry. The tool draws interactive gizmos in the Scene View:
- Cyan Discs: Valid prospective landing spots with correct surface normals.
- Red Markers: Rejected sample points (too steep, obstructed overhead, or insufficient clearance).
Step 4: Generate Spots
Review the proposed points in the Scene View. Click Generate Perch Spots:
- Generates configured
PerchSpotGameObjects at the confirmed coordinates. - Automatically links the hit collider as the slot’s Support Collider.
- Aligns Local Y with the sampled surface normal.
- Fully registered with Unity’s
Undosystem (Ctrl+Zimmediately removes all generated spots).
[!TIP] The scanner provides intelligent starting suggestions. Always inspect generated points on thin wires or complex foliage to verify that the creature’s intended approach corridor is not blocked by decorative leaves.