, Sr. Member
Presumably you’ll be calculating the position of the ball via a formula (angle, velocity, gravity), so you probably know exactly where it is each frame? You can even calculate the intersection long before the impact if you are using a formula for trajectory.
If you put in a test when the balls z position is greater or equal to (>=) the targets z pos, you will catch all collisions (or otherwise) even if the z positions don’t intersect exactly, due to low frame rate, high velocity, etc.
psuedo code:
if( ball.z >= plane.z){
if(ball.x > planeMinX && ball.x < planeMaxX && ball.y > planeMinY && ball.y < planeMaxY){
//hit!
// from the balls x,y you can then make a mark on the target using it's UV coordinates
}
}