This is always equal to center+extents. using UnityEngine; public class ColliderBounds : MonoBehaviour { Collider m_Collider; Vector3 m_Center; Vector3 m_Size, m_Min, m_Max; void Start () { //Fetch the Collider from the GameObject m_Collider = GetComponent< Collider > (); //Fetch the center of the Collider volume m_Center = m_Collider.bounds.center; //Fetch the size of the Collider volume m_Size = m_Collider.bounds.size; //Fetch the minimum and maximum bounds of the Collider volume m_Min ...
I found out that the Boxcollider I get from the solution above was only expanding the bounds of all the children while leaving out the gameObject itself aswell as all other descendants, and it only delivered the right solution for position and rotation 0, and scale 1, which confused me at first.

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Then your sprite bounds = pixel size, and you don't have to care about the actual ppu. Do you tend to use different ppu values for different sprites for unity sprites?

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Jun 14, 2016 · The mega-sized stepper in the Unity Collection measuring 42in/1069mm across. The top surfaced is angled slightly to vary the complexity of use. Use the large stepper alone to create a seating space or group with small and medium steppers to craft a network of stepping stones, jumping logs or space pods that link play spaces, play components or galaxies. #button #park #play #playground # ...

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SDFs of a mesh of varying resolutions. Left to right: 9x16x15, 17x32x30, 33x64x60 , 67x128x120. The ScriptableObject container here also gives us a place to store some important scaffolding data, such as bounds information, cell size, and scalar data for decoding the texture into world-space.

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Mesh.bounds 包围体. var bounds: Bounds . Description 描述. The bounding volume of the mesh. 网格的包围体。 This is the axis-aligned bounding box of the mesh in its local space (that is, not affected by the transform). See also Renderer.bounds property that returns bounds in world space.

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The extents of the Bounding Box. This is always half of the size of the Bounds. max: The maximal point of the box. This is always equal to center+extents. min: The minimal point of the box. This is always equal to center-extents. size: The total size of the box. This is always twice as large as the extents.

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As we'll see in the code below, Unity actually makes maintaining the aspect ratio really easy for us. Vector2 spriteSize = spriteRenderer.sprite.bounds.size; Vector2 scale = transform.localScale

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Nov 15, 2019 · In this tutorial, I would like to present 6 possible ways to change positions of sprites with mouse input in Unity among numerous varied approaches. The scripts and demo gifs are provided for each.

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关于Collider.bounds 1.测试代码块. public class Test : MonoBehaviour { Collider m_Collider; Vector3 m_Center; Vector3 m_Size, m_Min, m_Max;

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请注意,Renderer.bounds 属性类似,但是返回世界空间中的边界。 另请参阅: Bounds 类、 Renderer.bounds // Generates planar UV coordinates independent of mesh size // by scaling vertices by the bounding box size

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Jul 27, 2011 · 3) use another sizeof block to get the size of the array itself 4) divide the size of the array by the single element, this gives you the size You can run it on the startup bit for just one scan. As far as getting the bounds, you can use the system bit for overflow and run through the array in a loop.