The bounding volume of the renderer (Read Only).
bounds
is convenient to make rough approximations about the object's location
and its extents. For example, /renderer.bounds.center/ often is more precise
"center of the object" than /transform.position/ - especially if the object is not
symmetrical.See also Mesh.bounds property that returns bounds of the mesh in local space.// Prints the left extreme point of the bounding volume on the x-axis print(renderer.bounds.min.x); // Prints the right extreme point of the bounding volume on the x-axis print(renderer.bounds.max.x);
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void Example() { print(renderer.bounds.min.x); print(renderer.bounds.max.x); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def Example() as void: print(renderer.bounds.min.x) print(renderer.bounds.max.x)
// Draws a wireframe sphere in the scene view, fully enclosing // the object. function OnDrawGizmosSelected () { // A sphere that fully encloses the bounding box var center = renderer.bounds.center; var radius = renderer.bounds.extents.magnitude; // Draw it Gizmos.color = Color.white; Gizmos.DrawWireSphere (center, radius); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { void OnDrawGizmosSelected() { Vector3 center = renderer.bounds.center; float radius = renderer.bounds.extents.magnitude; Gizmos.color = Color.white; Gizmos.DrawWireSphere(center, radius); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def OnDrawGizmosSelected() as void: center as Vector3 = renderer.bounds.center radius as float = renderer.bounds.extents.magnitude Gizmos.color = Color.white Gizmos.DrawWireSphere(center, radius)