Version: 2018.2 (switch to 2018.3b or 2017.4)
LanguageEnglish
  • C#

Renderer.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 bounding volume of the renderer (Read Only).

This is the axis-aligned bounding box fully enclosing the object in world space.

Using bounds is convenient to make rough approximations about the object's location and its extents. For example, the center property is often a more precise approximation to the center of the object than Transform.position, especially if the object is not symmetrical.

Note that the Mesh.bounds property is similar but returns the bounds of the mesh in local space.

using UnityEngine;

public class Example : MonoBehaviour { Renderer rend;

void Start() { rend = GetComponent<Renderer>(); }

// Draws a wireframe sphere in the Scene view, fully enclosing // the object. void OnDrawGizmosSelected() { // A sphere that fully encloses the bounding box. Vector3 center = rend.bounds.center; float radius = rend.bounds.extents.magnitude;

Gizmos.color = Color.white; Gizmos.DrawWireSphere(center, radius); } }

See Also: Bounds, Mesh.bounds.

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