Say I have two barrel meshes next to each other, and want to apply blood splatter. Normally you could do this by spawning a decal that intersects the two barrels. But what if you want to have physics enabled, and now one of the barrels is knocked over? Is this any way to keep the blood splatter? A normal decal won’t work here, perhaps something with render targets? Any direction appreciated!
For anyone curious, this is indeed possible with render targets, but requires use of the highly-glitchy not-so-reliable FindCollisionUV function