Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

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

Mesh.RecalculateBounds

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

Submission failed

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

Close

Cancel

Switch to Manual
public method RecalculateBounds(): void;
public void RecalculateBounds();

Description

Recalculate the bounding volume of the Mesh from the vertices.

After modifying vertices you should call this function to ensure the bounding volume is correct. Assigning triangles automatically recalculates the bounding volume.

function Start () {
    var mesh : Mesh = GetComponent.<MeshFilter>().mesh;
    mesh.RecalculateBounds();
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateBounds(); } }

Note: The bounds of a SkinnedMeshRenderer can only be changed by setting the SkinnedMeshRenderer.localBounds.

Did you find this page useful? Please give it a rating: