There are three options available:
| Bounding Box Mode: | Function: |
|---|---|
| Automatic Local (default value) | A local-space bounding box is computed. The interpolated Light Probe positions are generated inside this bounding box. If a Renderer component isn’t attached to the GameObject, then a default bounding box is generated. The bounding box computation encloses the current Renderer, and sets all the Renderers down the hierarchy that have the Light ProbesLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info See in Glossary property to Use Proxy Volume. |
| Automatic World | A bounding box is computed which encloses the current Renderer and all the Renderers down the hierarchy that have the Light Probes property set to Use Proxy Volume. The bounding box is world-aligned. |
| Custom | A custom bounding box is used. The bounding box is specified in the local-space of the GameObject. The bounding box editing tools are available. You can edit the bounding volume manually by modifying the Size and Origin values in the UI (see below). |