Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

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

Declaration

public void RecalculateBounds(Rendering.MeshUpdateFlags flags = MeshUpdateFlags.Default);

Parameters

flags Flags controlling the function behavior, see MeshUpdateFlags.

Description

Recalculate the bounding volume of the Mesh and all of its sub-meshes with the vertex data.

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

using UnityEngine;

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

Unity can only recalculate the bounding volume for Meshes that use the default VertexAttributeFormat.Float32 vertex position format. If your Mesh uses a non-standard vertex position data format, you must assign the bounds manually.

The bounds of a SkinnedMeshRenderer cannot be recalculated, and can only be changed by setting the SkinnedMeshRenderer.localBounds manually.

Additional resources: bounds.