# Accessing Positions on Lightship Mesh for Object Placement

**URL:** <https://community.nianticspatial.com/t/accessing-positions-on-lightship-mesh-for-object-placement/4330>\
**Category:** I'm Stuck\
**Tags:** guidance\
**Created:** [February 18, 2024, 9:03pm UTC](https://community.nianticspatial.com/t/accessing-positions-on-lightship-mesh-for-object-placement/4330 "2024-02-18T21:03:22Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Octa](https://avatars.discourse-cdn.com/v4/letter/o/58f4c7/32.png) [@Octa](https://community.nianticspatial.com/u/Octa)\
**Post date:** [February 18, 2024, 9:03pm UTC](https://community.nianticspatial.com/t/accessing-positions-on-lightship-mesh-for-object-placement/4330/1 "2024-02-18T21:03:22Z")

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- **Device type & OS version** : Android / OnePlus 8T on OxygenOS 13.1
- **Host machine & OS version** : Windows 11
- **Issue Environment** : Unity / On Device
- **Xcode version** :
- **ARDK version** : 3
- **Unity version** : 2022.3.0

Description of the issue:  
Hi there,

I’m integrating AR Foundation’s ARRaycastManager with Lightship’s meshing for a Demo and need advice on placing objects on the Lightship-generated mesh based on user interactions.

**Challenge:** I’m detecting touches in the physical world using ARRaycastManager.Raycast, but I’m unsure how to translate these hits to positions on the dynamically generated Lightship mesh for accurate object instantiation.

**Questions:**

- Can AR raycast hits be directly mapped to positions on a Lightship-rendered mesh? If yes, how?

- What are the key considerations for ensuring accurate placement and good performance?

I’d appreciate any guidance or resources on this topic. Thanks!

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**Author:** ![Jesus\_Niantic](https://avatars.discourse-cdn.com/v4/letter/j/b782af/32.png) [@Jesus\_Niantic](https://community.nianticspatial.com/u/Jesus_Niantic)\
**Post date:** [February 20, 2024, 11:40pm UTC](https://community.nianticspatial.com/t/accessing-positions-on-lightship-mesh-for-object-placement/4330/2 "2024-02-20T23:40:56Z")

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Hello,

Unfortunately, AR Raycasts only work with trackables which meshing isn’t. Check out this link on the [ARRaycastHit](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/api/UnityEngine.XR.ARFoundation.ARRaycastHit.html) and also this link on [ARTrackables](https://docs.unity3d.com/Packages/com.unity.xr.arfoundation@5.1/api/UnityEngine.XR.ARFoundation.ARTrackable.html) from the Unity documentation.

What you can try is using `Physics.Raycast`. If you created the mesh prefab the way it’s outlined on the [Meshing How To](https://lightship.dev/docs/ardk/how-to/ar/meshing_physics_real_world/), then that method of raycasting should work since it has a mesh collider

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**Author:** ![Octa](https://avatars.discourse-cdn.com/v4/letter/o/58f4c7/32.png) [@Octa](https://community.nianticspatial.com/u/Octa)\
**Post date:** [February 22, 2024, 8:03pm UTC](https://community.nianticspatial.com/t/accessing-positions-on-lightship-mesh-for-object-placement/4330/3 "2024-02-22T20:03:18Z")

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Hello,

thank you for response. I am already trying with normal Physics Raycasts. It is little to much work to find exact flat surface but hopefully it will work.

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**Author:** ![Maverick\_Niantic](https://avatars.discourse-cdn.com/v4/letter/m/8edcca/32.png) [@Maverick\_Niantic](https://community.nianticspatial.com/u/Maverick_Niantic)\
**Post date:** [March 5, 2026, 11:44pm UTC](https://community.nianticspatial.com/t/accessing-positions-on-lightship-mesh-for-object-placement/4330/4 "2026-03-05T23:44:34Z")

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Age
