Version: 5.4 beta (switch to 5.3)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Renderer.bounds

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var bounds: Bounds;
public Bounds bounds;

Description

The bounding volume of the renderer (Read Only).

This is the axis-aligned bounding box fully enclosing the object in world space.

Using bounds is convenient to make rough approximations about the object's location and its extents. For example, the center property is often a more precise approximation to the center of the object than Transform.position, especially if the object is not symmetrical.

Note that the Mesh.bounds property is similar but returns the bounds of the mesh in local space.

var rend: Renderer;

function Start() { rend = GetComponent.<Renderer>(); }

// Draws a wireframe sphere in the scene view, fully enclosing // the object. function OnDrawGizmosSelected() { // A sphere that fully encloses the bounding box. var center = rend.bounds.center; var radius = rend.bounds.extents.magnitude;

Gizmos.color = Color.white; Gizmos.DrawWireSphere(center, radius); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Renderer rend; void Start() { rend = GetComponent<Renderer>(); } void OnDrawGizmosSelected() { Vector3 center = rend.bounds.center; float radius = rend.bounds.extents.magnitude; Gizmos.color = Color.white; Gizmos.DrawWireSphere(center, radius); } }

See Also: Bounds, Mesh.bounds.