Picks a hex cell by raycasting against a horizontal plane at planeY (default 0).
Faster than pickHexFromMeshes but drifts at low camera angles over elevated terrain.
Useful for flat maps or water surfaces where geometry accuracy isn't critical.
Returns null if the ray misses the plane or the hit is outside the map bounds.
Picks a hex cell by raycasting against a horizontal plane at
planeY(default 0).Faster than
pickHexFromMeshesbut drifts at low camera angles over elevated terrain. Useful for flat maps or water surfaces where geometry accuracy isn't critical.Returns
nullif the ray misses the plane or the hit is outside the map bounds.