Try the demo under the Scenes/… folder.

The example setup shows how to make use of the API/event system for the ‘truncated icosahedron’ (hexagonal-pentagonal) mesh/sphere, in case you want to program additional behaviours yourself.

The demo is a comprehensive example of different ways to use this asset, which is in essence the versatile shaders and individual tile setup of the icosahedron ‘shield’ effect. Most of the scripts are largely for convenience/demonstration of what you can do with the shaders. You’ll likely benefit from creating your own based on these examples, better-tailored to your individual use-case(s).

The VFX (particle effects, lighting…) as examples are not necessarily optimized in their current setup, but they are themselves built in a highly modular fashion, so individual components can be tweaked, enabled/disabled, and activated/deactivated in the editor to adjust them as needed.

You can simply drop in the Energy Shield prefab into your scene, then work with it like any other object with colliders. Thus, it is very easy to query hits against the geometry using raycasts.

// Raycast into the scene using the main camera (as tagged by default in the editor).

Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

// Check if tile beneath cursor/pointer/touch.

if (Physics.Raycast(ray, out RaycastHit raycastHitInfo))
{
    HexSphereTile tileUnderMouse = raycastHitInfo.collider.GetComponent<HexSphereTile>();

    if (tileUnderMouse) // If not null.
    {
        // Debug information about the tile and parent.

        HexSphere hexSphere = tileUnderMouse.parent;
        HexSphere.TileInfo tileInfo = tileUnderMouse.GetTileInfo();

        print($"Clicked on tile: {tileUnderMouse}, belonging to {hexSphere}.");

        print($"--Tile position: {tileUnderMouse.transform.position}.");
        print($"--Tile normal: {tileInfo.normal}.");

        Debug.DrawRay(raycastHitInfo.point, raycastHitInfo.normal, Color.yellow, 1.0f);
        Debug.DrawRay(tileUnderMouse.transform.position, tileInfo.normal, Color.blue, 1.0f);
    }
}

The demo scene also provides an example with physics/collisions, in a higher-order rigidbody rig.

Hex Shield Interactions.gif