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ItHadToComeToThis
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Was looking on the LSL wiki but can’t seem to find anything that does specifically what I want. Trying to make my ray cast differentiate between prim and mesh. I only want it to proceed if a prim is detected.

Does anyone have a method for doing this?

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If it is differentiate between simple prim and mesh, how about using llGetObjectDetails OBJECT_PRIM_EQUIVALENCE , OBJECT_SERVER_COST, normally a mesh item compared to a default prim would have server cost>0.1

This is by no means a bullet proof approach, but the only one, I can think of.

 

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The only way I'm aware of is internally with full-perm mesh using PRIM_TYPE.

Land impact, server cost, streaming cost, physics cost, mass, etc can be variable due to script count, prim size, prim torture, physics shape, animesh, pathfinding character, etc.

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