Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

Collider.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

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

public Bounds bounds;

Description

The world space bounding volume of the collider (Read Only).

Note that this will be an empty bounding box if the collider is disabled or the game object is inactive.

using UnityEngine;

public class ColliderBounds : MonoBehaviour { Collider m_Collider; Vector3 m_Center; Vector3 m_Size, m_Min, m_Max;

void Start() { //Fetch the Collider from the GameObject m_Collider = GetComponent<Collider>(); //Fetch the center of the Collider volume m_Center = m_Collider.bounds.center; //Fetch the size of the Collider volume m_Size = m_Collider.bounds.size; //Fetch the minimum and maximum bounds of the Collider volume m_Min = m_Collider.bounds.min; m_Max = m_Collider.bounds.max; //Output this data into the console OutputData(); }

void OutputData() { //Output to the console the center and size of the Collider volume Debug.Log("Collider Center : " + m_Center); Debug.Log("Collider Size : " + m_Size); Debug.Log("Collider bound Minimum : " + m_Min); Debug.Log("Collider bound Maximum : " + m_Max); } }