Version: 2022.1
言語: 日本語
public void RecalculateBounds (Rendering.MeshUpdateFlags flags= MeshUpdateFlags.Default);

パラメーター

flags Flags controlling the function behavior, see MeshUpdateFlags.

説明

頂点からメッシュのバウンディングボリュームを再計算します

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.

関連項目: bounds.