Version: Unity 6 Preview (6000.0)
LanguageEnglish
  • C#

Bounds.Contains

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

Declaration

public bool Contains(Vector3 point);

Description

Is point contained in the bounding box?

If the point passed into Contains is inside the bounding box a value of True is returned. Points on the min and max limits (corners and edges) of the bounding box are considered inside.

Note: If Bounds.extents contains a negative value in any coordinate then Bounds.Contains will always return False.

//Attach this script to a GameObject with a Collider component
//Create an empty GameObject (Create>Create Empty) and attach it in the New Transform field in the Inspector of the first GameObject
//This script tells if a point  you specify (the position of the empty GameObject) is within the first GameObject’s Collider

using UnityEngine;

public class Example : MonoBehaviour { //Make sure to assign this in the Inspector window public Transform m_NewTransform; Collider m_Collider; Vector3 m_Point;

void Start() { //Fetch the Collider from the GameObject this script is attached to m_Collider = GetComponent<Collider>(); //Assign the point to be that of the Transform you assign in the Inspector window m_Point = m_NewTransform.position; }

void Update() { //If the first GameObject's Bounds contains the Transform's position, output a message in the console if (m_Collider.bounds.Contains(m_Point)) { Debug.Log("Bounds contain the point : " + m_Point); } } }